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ZulghinlourMon 08-Sep-03 05:05 PM
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#116, "Zulg hijacks the Contest! Design an inherent ability"
Edited on Mon 08-Sep-03 05:08 PM

          

The Mad Fluffy one did it. Now I'm taking over!

This contest is open for new entries until September 30. Please reply to the post to enter.

Design an inherent ability for any of Thera's player races: Human, Elf, Half-Elf, Half-Drow, Dark-Elf, Storm Giant, Cloud Giant, Fire Giant, Arial, Felar, Dwarf, Duergar, Gnome, Svirfnebli, Wood-Elf, Orc, Minotaur.

The rules:
1) Develop an inherent ability. Specify what the name of the ability is. Specify whether or not it is automatic, or has to be done via command. Specify what the ability does, what affect it has.

2) Judging will be done by the Immortal staff, and we reserve the right to reject ideas, or change the ideas to fit our vision and balance.

3) People who come up with totally stupid and/or overpowered ideas (I think arials should get inherent power word kill!) will be deleted, and if I get flooded with them, I'll just end the contest.

4) Standard disclaimer: All entries become the property of Carrion Fields.

Zulghinlour

So long, and thanks for all the fish!

  

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Reply Contest closed: Now...on to the judging/implementing, Zulghinlour, 01-Oct-03 06:06 PM, #89
Reply Orc inherant - Scavenge, Stunna, 30-Sep-03 04:22 PM, #87
Reply Zulg hijacks the Contest! Yeah, yeah..., Narissa, 30-Sep-03 01:25 AM, #85
Reply More ideas! Zulg takes the whip!, Narissa, 30-Sep-03 01:25 AM, #84
Reply For Felars, Narissa, 30-Sep-03 01:25 AM, #83
Reply Last minute addition: Elf inherent, Balrahd. (Guest), 29-Sep-03 05:26 PM, #82
Reply RE: Zulg hijacks the Contest! Design an inherent abili..., Nergal (Guest), 29-Sep-03 02:28 PM, #81
Reply Orc: Bloodsense, Chieften (Guest), 28-Sep-03 03:01 PM, #73
Reply Erm..., Valguarnera, 29-Sep-03 12:40 PM, #76
Reply Arials, Quislet, 28-Sep-03 03:01 PM, #72
Reply RE: Arials, nepenthe, 29-Sep-03 07:17 AM, #74
     Reply RE: Arials, Quislet, 06-Oct-03 10:58 AM, #90
Reply I'll take a crack at this, Meladori, 28-Sep-03 03:01 PM, #71
Reply RE: Zulg hijacks the Contest! Design an inherent abili..., Ocelevan, 28-Sep-03 03:01 PM, #70
Reply I'll take a crack at this, Meladori, 29-Sep-03 02:28 PM, #69
Reply Still a couple more days left., Zulghinlour, 25-Sep-03 05:48 PM, #68
Reply Tailstrike., AllYourNexans (Guest), 25-Sep-03 05:37 PM, #67
Reply RE: Tailstrike., Valguarnera, 29-Sep-03 12:49 PM, #79
Reply arials inherent the ability to fly, Hutto, 25-Sep-03 05:37 PM, #66
Reply I'll try my hand at this...., Laearrist, 25-Sep-03 05:37 PM, #65
Reply I've got one., Kazrael, 25-Sep-03 05:38 PM, #64
Reply Detect passage, The Heretic, 25-Sep-03 05:38 PM, #63
Reply Re: Detect passage, Valguarnera, 29-Sep-03 12:39 PM, #75
     Reply RE: Re: Detect passage, The Heretic, 01-Oct-03 06:05 PM, #88
Reply Gnome/Svirf: Inherent 'Foot Stomp/Smash', RealShea, 25-Sep-03 05:38 PM, #62
Reply Elf inherent - superiority, Tempranger (Guest), 25-Sep-03 05:40 PM, #61
Reply Stuck at 65 responses for a few days now..., Zulghinlour, 18-Sep-03 12:34 PM, #60
Reply RE: Zulg hijacks the Contest! Design an inherent abili..., (NOT Graatch), 25-Sep-03 05:39 PM, #59
Reply more ideas..., Trezzy (Guest), 25-Sep-03 05:39 PM, #58
Reply RE: more ideas..., Valguarnera, 30-Sep-03 01:23 AM, #86
Reply my last entry (I think) - elf inherents, incognito, 25-Sep-03 05:39 PM, #57
Reply more inherent ideas - dwarves, incognito, 25-Sep-03 05:39 PM, #56
Reply more ideas - wood elf, incognito, 25-Sep-03 05:39 PM, #55
Reply some ideas for gnome inherents, incognito, 25-Sep-03 05:39 PM, #54
Reply Orc Inherent, Chieften (Guest), 25-Sep-03 05:39 PM, #53
Reply hmm, Trezzy (Guest), 25-Sep-03 05:40 PM, #52
Reply Arial - Grasping Claws, Sebrille (Guest), 25-Sep-03 05:40 PM, #51
Reply Gnomes - Ancient Plegde, Sebrille (Guest), 25-Sep-03 05:40 PM, #50
Reply RE: Zulg hijacks the Contest! Design an inherent abili..., Circuits Edge (Anonymous), 25-Sep-03 05:40 PM, #49
Reply Orc inherent, Krivohan, 25-Sep-03 05:40 PM, #48
Reply RE: Zulg hijacks the Contest! Design an inherent abili..., Circuits Edge (Anonymous), 25-Sep-03 05:40 PM, #47
Reply Arial - Wing Blast, Wilhath, 25-Sep-03 05:40 PM, #46
Reply More random human inherent possibilities., Sebrille (Guest), 25-Sep-03 05:40 PM, #45
Reply RE: More random human inherent possibilities., Valguarnera, 29-Sep-03 12:44 PM, #77
Reply Elves: Inherent 'Determine Protections', RealShea, 25-Sep-03 05:40 PM, #44
Reply Wood Elves: Inherent 'Soothe', RealShea, 25-Sep-03 05:40 PM, #43
Reply RE: Zulg hijacks the Contest! Design an inherent abili..., Doge, 25-Sep-03 05:43 PM, #42
Reply 2 days in...47 responses...keep 'em coming (n/t), Zulghinlour, 10-Sep-03 08:34 PM, #41
Reply Inherent for Arials- Talonslice, Sylvrin (Guest), 25-Sep-03 05:43 PM, #40
Reply Felar: Inherent 'Enhanced Hearing', RealShea, 25-Sep-03 05:43 PM, #39
Reply Fire Giant: Warmth = Goodness, RealShea, 25-Sep-03 05:44 PM, #38
Reply CloudFire Giant: Inherent 'Thunderclap', RealShea, 25-Sep-03 05:44 PM, #37
Reply Arial: Inherent 'Force Down', RealShea, 25-Sep-03 05:44 PM, #36
Reply Storm Giant: Inherant 'Tidal Wave', RealShea, 25-Sep-03 05:43 PM, #35
Reply Orc: Inherant Disease/Poison Healing, RealShea, 25-Sep-03 05:44 PM, #34
Reply RE: Zulg hijacks the Contest! Design an inherent abili..., Nightgauntish (Guest), 25-Sep-03 05:43 PM, #33
Reply Arials, Mordacai, 25-Sep-03 05:43 PM, #32
Reply Me again..., Narissa, 25-Sep-03 05:43 PM, #31
Reply I'm still around... I hope, Narissa, 25-Sep-03 05:43 PM, #30
Reply cloud giant: fog, Ululari, 25-Sep-03 05:44 PM, #29
Reply Wood-elf: wood walking, Ululari, 25-Sep-03 05:44 PM, #28
Reply Half-Drow: faerie glimmer, Ululari, 25-Sep-03 05:42 PM, #27
Reply Arial: peck, Ululari, 25-Sep-03 05:42 PM, #26
Reply Arial: wing buffet, Ululari, 25-Sep-03 05:42 PM, #25
Reply RE: Zulg hijacks the Contest! Design an inherent abili..., Evil Genius (Anonymous), 25-Sep-03 05:44 PM, #24
Reply Inherent Abilities, The Heretic, 25-Sep-03 05:42 PM, #23
Reply RE: Zulg hijacks the Contest! Design an inherent abili..., dwimmerling, 25-Sep-03 05:42 PM, #22
Reply RE: Zulg hijacks the Contest! Design an inherent abili..., Semleine (Guest), 25-Sep-03 05:42 PM, #21
Reply Re: Felar Inherents:, Balrahd. (Guest), 25-Sep-03 05:42 PM, #20
Reply RE: Zulg hijacks the Contest! Design an inherent abili..., Unnamed (Guest), 25-Sep-03 05:42 PM, #19
Reply Ahar! My Felar Inherent, Enbuergo, 25-Sep-03 05:42 PM, #18
Reply Cloud Giant - Crushing strike, Sebrille (Guest), 25-Sep-03 05:41 PM, #17
Reply A couple of unoriginal inherents...., Shev (Guest), 25-Sep-03 05:41 PM, #16
Reply Duergars and wood-elves, Jagaub (Guest), 25-Sep-03 05:41 PM, #15
Reply Human - Random or chosen abilities. Mix within!, Sebrille (Guest), 25-Sep-03 05:41 PM, #14
Reply Ideas for Wood-elves, Dwarves, and Felars., rome, 25-Sep-03 05:41 PM, #13
Reply Dwarven blacksmith ability., ATK, 25-Sep-03 05:41 PM, #12
Reply Elf Idea., permanewbie, 25-Sep-03 05:41 PM, #11
Reply Gnome inherent ability, rome, 25-Sep-03 05:41 PM, #10
Reply Arial Idea: glean, permanewbie, 25-Sep-03 05:41 PM, #9
Reply Dwarves - Forgecraft, Sebrille (Guest), 25-Sep-03 05:41 PM, #8
Reply Elves - Artifact Control, Sebrille (Guest), 25-Sep-03 05:41 PM, #7
Reply How about this..., Bajula, 25-Sep-03 05:41 PM, #6
Reply RE: Zulg hijacks the Contest! Design an inherent abili..., AllYourWarlocks (Guest), 25-Sep-03 05:41 PM, #5
Reply RE: Zulg hijacks the Contest! Design an inherent abili..., Valguarnera, 29-Sep-03 12:47 PM, #78
Reply Elves --------> Inherent Detect Evil/Detect Good, robturner, 25-Sep-03 05:41 PM, #4
Reply Humans ---------> Ability to value a persons assets., robturner, 25-Sep-03 05:41 PM, #3
Reply RE: Humans ---------> Ability to value a persons assets..., Valguarnera, 29-Sep-03 12:58 PM, #80
Reply I was really pumped to see this was added as a thief sk..., robturner, 07-Nov-03 02:25 AM, #91
Reply RE: Zulg hijacks the Contest! Design an inherent abili..., Circuits Edge (Anonymous), 25-Sep-03 05:41 PM, #2
Reply for the underdark races, incognito, 25-Sep-03 05:41 PM, #1

ZulghinlourWed 01-Oct-03 06:06 PM
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#225, "Contest closed: Now...on to the judging/implementing"
In response to Reply #0


          

Thank you for all the ideas. I know some of these will get implemented in one form or another.

So long, and thanks for all the fish!

  

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StunnaTue 30-Sep-03 01:01 PM
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#223, "Orc inherant - Scavenge"
In response to Reply #0


          

Maybe the name sucks... but it could make an orc able to eat anything that used to be alive. Leather armor, leather sacks, tree branches... so like, if he's starving to death and has no food, he can eat his bracer. Its a start.

  

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NarissaMon 29-Sep-03 10:08 PM
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#221, "Zulg hijacks the Contest! Yeah, yeah..."
In response to Reply #0


          

>The Mad Fluffy one did it. Now I'm taking over!
We know how you 'take over'. You don't ask, basically; you just let those bloody axes do the 'talking'. You are not called 'Subjugator' for nothing. I swear you are still wearing those kender mitten as earrings.

Ability : Shadowblend
Race : Dark-elf
Command : inherent shadowblend. Mana used and timer affect and can be used once per day.
Skill affects : Living in the underdark and their close proximity to natural darkness itself, a dark-elf can blend himself in the shadows for a short period of time.

Using the powers of the darkness globe inherent ability, he can draw the shadows unto himself and stay hidden in certain places. However, he cannot move, speak, eat or drink, but only observe.

Sidenote : Similar to the treeform, but can only be used at night and dark places like caverns and underground.

  

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NarissaMon 29-Sep-03 09:44 PM
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#220, "More ideas! Zulg takes the whip!"
In response to Reply #0


          

Seems like half-breeds get the lousy end of inherent skills. Yeah I know, bastards don't deserve anything. But I am a fan of half-breeds, so :

Ability : Racial-bias
Race : Half-halfs, half-drows

Command : Only at character creation. A half-breed can choose the 'affliation' of their heritage. Eg. a half-drow can select to be more human or drow affliated. Having chosen, the half-breed then has a alightly weaker inherent skill.

_OR_

Command : Only at character creation. A half-breed can have two of the inherent skills from both human and (dark-)elf races but at half their strengths.

Skill affects : Half-breeds are considered outcasts and rarely embraced by human or (dark-)elfs alike as one of their own. Their ability to adapt due to the trait in their 'human' blood, they have retained limited knowledge of their racial skill. This has enabled them to survive in the hostile dislike for half-breeds. However, they only have limited or weaker use of their racial skills.

  

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NarissaMon 29-Sep-03 09:23 PM
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#219, "For Felars"
In response to Reply #0


          

Ability : Keen sense
Race : Felar
Command : Automatic
Skill affects : As the saying goes, you cannot surprise a cat. With a limited awareness of hearing and lithe, flexible movements inherited from the feline blood, a felar can 'sense' enemies meaning to harm him/her in the same room. The felar gets a better 'save' against unconscious, knock-out kind of attacks. Magical sleep or songs does not apply.

Sidenote : Less than a similar legacy. A legacy is for 44th rank at least. A felar, because of said inherent racial skill, shouldn't be better than a warrior mastered in that art.

  

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Balrahd. (Guest)Mon 29-Sep-03 05:05 PM

  
#218, "Last minute addition: Elf inherent"
In response to Reply #0


          

Name: "Ancient Lore"
Use: Controlled
Timer: 25 hours.

Description:
Works just like "Contact other Planes". Theory being, elves are so old, with so much lore and study focused on mystical items, that they may have heard of a special property associated with the item.

  

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Nergal (Guest)Mon 29-Sep-03 01:44 PM

  
#215, "RE: Zulg hijacks the Contest! Design an inherent abili..."
In response to Reply #0


          

Humans: "mediocrity" - automatic
Humans are good for everything, but aren't perfect for anything.
skills/spells/communes can not be perfected by humans (well, maybe
they still can get 100% haggle)

Cloud giants: "emanate cloud" - invoked
Works better in ideal conditions (like indoors, no wind), worse or not at all
in bad conditions (like underwater).
Sets a longish "-hp" affect for user and deals that much damage (more damage
in bad conditions).
Room is filled with clouds, which stays for few hours (shorter if windy etc ) or until user leaves room.
Attacks against cloud giants in this room have a chance to fail/miss.
*all* attacks in this room also have a chance to hit a groupmate instead of target (greater the group - greater the chance).

Fire giants: "emanate fire" - invoked
Again, works better in some conditions, worse in others.
Again, sets "-hp" affect and deals a damage to user.
Room is filled with fire. Deals some major damage to everyone in room when
used. Fire stays in room for few hours (or until user leaves), dealing some minor damage to everyone in room (also out of pk-range). Perhaps sticks some short "glowing - can't hide" affect to damaged people.

Duergars: "fury" - invoked
User hits everyone fighting him with his regular attack. Damage dealt is multiplied by number of those fighting user (should't stack with deathblow perhaps)

Dark-elves: "supremacy" - invoked
While in effect, non-automatic attacks against user have a chance to hit someone else instead.
Chance is proportional to (user.int - attacker.int), and number of attackers.

Elves: "mindread" - invoked
While in effect, non-automatic attacks agains user have a chance to miss/fail.
Chance is proportional to (user.int - attacker.int), and number of attackers.

Wood-elves: "wild awareness" - automatic (while in wilds)
User can see everyone's actions like they aren't sneaking/moving quietly/etc.

  

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Chieften (Guest)Sun 28-Sep-03 12:53 PM

  
#205, "Orc: Bloodsense"
In response to Reply #0


          

Name: Bloodsense

Race: Orc

Syntax: Automatic

What it does: By examining a pool of blood, an Orc can tell what kind of creature it came from, and if the blood's owner is within PK range, the Orc can also work out who the blood belongs to.

  

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ValguarneraMon 29-Sep-03 12:40 PM
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#209, "Erm..."
In response to Reply #73


          

Orcs can already do something like this in certain circumstances by looking at blood pools. People with the Assess skill as well. It went in with the blood pool changes.

valguarnera@carrionfields.com

  

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QuisletSat 27-Sep-03 04:53 AM
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#204, "Arials"
In response to Reply #0


          

It seems nobody has suggested giving arials the same flight capabilities that air based shifters have. Has that idea already been suggested before all this and then beaten down while I wasn't watching?

I guess it might make arials a bit overpowered, unless it was only for relatively high levels. (kicks in between 20 and 40 somewhere?)

  

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nepentheMon 29-Sep-03 07:17 AM
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#207, "RE: Arials"
In response to Reply #72


          

Has that idea already been suggested before all this and then beaten down while I wasn't watching?

Not as an inherent, but yes. Even if arials had 1000 xp penalty I'm not sure this would be fair.

  

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QuisletMon 06-Oct-03 03:34 AM
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#226, "RE: Arials"
In response to Reply #74


          

After taking another look at the idea, I see your point. I mostly just wanted a quick transport method for non-mages, sort of a flying alternative to the gate spell, but the shifter abilities are big in direct PK usefeulness.

Perhaps limiting it to going to a random room in a selected area, or only to mobs instead of players, that might bring it into being reasonable. Then again, while that's great for one thing I'd enjoy it for (exploring), it could also still allow a quick getaway from being PKed by simply going up into the air. While I love being able to avoid ambushing PKers who catch me unprepared, that in itself could be overpowered.

So, even though the contest's over, my non-coder attempt to tweak the idea into workability: A slow and interruptable takeoff into the air (maybe a full tick or two), and can't take off at all while engaged in combat. Then, once over an area, something along the lines of an assassin's vanish skill to determine where the touchdown spot (random outdoors room) is in that area.

The logic behind this is that even if arials get the altitude an air shifter can, without proper tail feathers for guidance it's a bit tricky to get altitude and to land quite where you want to.

---Whether it's ever an inherent or not, it's still a race appropriate idea that might be worth the time to consider eventually.

  

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MeladoriSat 27-Sep-03 12:21 AM
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#203, "I'll take a crack at this"
In response to Reply #0


          

Here are my ideas and now they're yours to do as you please. I wouldn't mind at all if you changed up any of these, or rather, I'd be extremely happy if you use any of these. Sorry if I mimic someone else's ideas, I didn't read all of them.

Dwarves: Repair metal/syntax repair 'object'
Manual ability for Dwarves to repair dented items. Lags for a while, uses a bit of mana, and you can have cool echoes while the Dwarf's working! Could also put in a racial social where the Dwarf messes with tools on his belt.

Arials: Chirp/syntax chirp 'message'
Manual ability for Arials to talk with one another. Kind of like whisperto except that all Arials in the room can hear the message. Everyone else would hear just an echo, something like, Mr. Arial sings out a beautiful series of musical chirps, or something like that.

Cloud Giants: Bum rush/ syntax bumrush 'target' *only during combat*
Manual ability that Cloud Giants can do to close the gap in combat. Three rounds of lag, one while the giant jumps forward, one while they fight up close, last while he's jumping away. During the second round of lag, both characters have a reduced chance to parry, dodge, etc. because they are up so close to one another. The first and last rounds of lag are just normal combat for both characters.

Duergars: Dust throw/ syntax dust 'target'
Manual ability that Duergars can do to choke up their opponent with a heavy dust. Kind of like tigar claw, affects the target for two rounds, lags the duergar for three. You can have a race social where the Duergar pours soot or something into their hand from a small bag.

Felar: Hunt/syntax hunt
Manual ability for Felars that let's them catch small critters, like mice or birds, in dirty city areas or light forested areas i.e. wilderness areas that rangers can't camo in, after all, those deep forest creatures sure know how to hide. Sort of like a weaker version of forage. Puts a counter on so you can't maintain yourself, but I think it might be useful to help get to a shop or something and would be great for rp.

Gnomes: Brew energy drink/syntax brew
Manual ability for Gnomes to make a healthy, but kind of yucky drink. I got the idea from watching my brother drink those disgusting blends of various workout powders and eggs and, bleh! Bleh! Anyway, it would put a thick yellowish drink in the Gnomes inventory. The drink would increase morale and refresh movement just a little. Puts a counter on for about twenty hours and the morale affects last for ten or fifteen hours.

Wood Elves: Nature Awareness/automatic
Not my idea, but I love it so where the Wood Elf can detect someone entering a woodland area he inhabits by seeing an echo of birds flocking away or a deer fleeing by. You could also put in a racial social of the Wood Elf doing feral like things.

Elves: Shining light/syntax mcharge 'weapon'
A manual ability where the Elf charges a weapon, or fist, with goodly magic causing it to shine a brilliant blue, blinding an enemy for two round of combat. Two rounds of lag for the Elf and a drain of mana. Could have a different echo for each weapon i.e. 'Mr. Elf's eyes flash as his sword begins to glow bright blue/Mr. Elf fires an arrow which ignites into a brilliant blue half way to it's target/Mr. Elf's fist is engulfed in a blue aura' The opponent would only be blinded if the attack connects. Attack does normal damage, except takes the place of the next attack, so it's not like a pugil or kick, or any other extra attack. Could add a racial social where the Elf charges his weapon so it glows a dim blue.

That's all I got. Couldn't think of one for Humans, or Half-Elf/Drow. And Orcs are pretty much one big mass of inherent abilities, so I left them be. I hope these help!

Some people wake up every day thinking the world is going to make sense. How fun would that be anyway?

  

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OcelevanFri 26-Sep-03 10:52 PM
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#202, "RE: Zulg hijacks the Contest! Design an inherent abili..."
In response to Reply #0


          

Felar:
-Resist Blow (manual)
-Strengthed by years of torture and abuse, a felar can prepare himself against an incoming attack
-causes the next physical attack to be fully absorbed

Wood Elf:
-Pathfinding (auto)
-self-explanatory. Inherent pathfinding

Orc:
-Enhance Disease *manual) (corny, yes)
-having a strong immune system, an orc can actually enhance the strength of whatever disease is in its system, causing it to become extremely infectious

Gnome:
-Inspect (manual)
-being the wisest race is Thera, gnomes are able to take notice to things others would easily overlook
--can either be used on PCs once everyday to try to determine certain things (alignment/affects). However even they are imperfect, and therefore so are their inspections
--or, can be used in a room to discover hidden exits/passageways/items (would get an echo, but nothing specific)

Duergar:
-Heightened Awareness (can't think of another name)
-from years of being in the Underdark and neigbors to Drow, Duergar have become accustomed to being snuck up on
-Duergar will be able to notice those sneaking around them
--can either be made manual, with the timer lasting longer than the actual affect (like blackjack)
--or made automatic, with a chance of failure

Dwarf:
-Loyalty (auto)
-a Dwarves loyalty to those of his race is unsurpassed, and the sight of a fellow Dwarf dying is said to invoke their rage
-if a Dwarf dies in the vicinity of another dwarf, he will be overcome with rage (berserklike affect)

-Repair Metal (manual)
-with their love and knowledge of metal, a dwarf is able to fully repair a damaged (dent/acid) piece of armor, granted it is made of metal

Cloud Giant
-Improved Eyesight (auto)
-Eyes conditioned to living high in the mountains, a Cloud Giant is able to see through the worst of weather
-Cloud Giants will receive no penalty on scan when the weather is cloudy. Minimal penalty when it is snowing/raining

Storm Giant/Fire Giant
-Familiar Terrain
-Being accustomed to water/fire, a Storm Giant/Fire Giant will feel at home while battling in this terrain
-When under water/in volcanes or burning areas, Storm Giants/Fire Giants will have improved combat ability (similiar to berserk)

Also, as a sidenote, I think that all inherents should be listed under the INHERENT helpfile, so that I don't have to copy and paste the MOTD to remember *smirk*

--SIG
Two wrong don't make a right, but three rights make a left

"I hate a liar more than I hate a thief/ a thief is only after my salary/ a liar is after my reality
-50 Cent

  

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MeladoriFri 26-Sep-03 09:41 PM
Member since 30th Aug 2003
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#201, "I'll take a crack at this"
In response to Reply #0


          

Here are my ideas and now they're yours to do as you please. I wouldn't mind at all if you changed up any of these, or rather, I'd be extremely happy if you use any of these. Sorry if I mimic someone else's ideas, I didn't read all of them.

Dwarves: Repair metal/syntax repair 'object'
Manual ability for Dwarves to repair dented items. Lags for a while, uses a bit of mana, and you can have cool echoes while the Dwarf's working! Could also put in a racial social where the Dwarf messes with tools on his belt.

Arials: Chirp/syntax chirp 'message'
Manual ability for Arials to talk with one another. Kind of like whisperto except that all Arials in the room can hear the message. Everyone else would hear just an echo, something like, Mr. Arial sings out a beautiful series of musical chirps, or something like that.

Cloud Giants: Bum rush/ syntax bumrush 'target' *only during combat*
Manual ability that Cloud Giants can do to close the gap in combat. Three rounds of lag, one while the giant jumps forward, one while they fight up close, last while he's jumping away. During the second round of lag, both characters have a reduced chance to parry, dodge, etc. because they are up so close to one another. The first and last rounds of lag are just normal combat for both characters.

Duergars: Dust throw/ syntax dust 'target'
Manual ability that Duergars can do to choke up their opponent with a heavy dust. Kind of like tigar claw, affects the target for two rounds, lags the duergar for three. You can have a race social where the Duergar pours soot or something into their hand from a small bag.

Felar: Hunt/syntax hunt
Manual ability for Felars that let's them catch small critters, like mice or birds, in dirty city areas or light forested areas i.e. wilderness areas that rangers can't camo in, after all, those deep forest creatures sure know how to hide. Sort of like a weaker version of forage. Puts a counter on so you can't maintain yourself, but I think it might be useful to help get to a shop or something and would be great for rp.

Gnomes: Brew energy drink/syntax brew
Manual ability for Gnomes to make a healthy, but kind of yucky drink. I got the idea from watching my brother drink those disgusting blends of various workout powders and eggs and, bleh! Bleh! Anyway, it would put a thick yellowish drink in the Gnomes inventory. The drink would increase morale and refresh movement just a little. Puts a counter on for about twenty hours and the morale affects last for ten or fifteen hours.

Wood Elves: Nature Awareness/automatic
Not my idea, but I love it so where the Wood Elf can detect someone entering a woodland area he inhabits by seeing an echo of birds flocking away or a deer fleeing by. You could also put in a racial social of the Wood Elf doing feral like things.

Elves: Shining light/syntax mcharge 'weapon'
A manual ability where the Elf charges a weapon, or fist, with goodly magic causing it to shine a brilliant blue, blinding an enemy for two round of combat. Two rounds of lag for the Elf and a drain of mana. Could have a different echo for each weapon i.e. 'Mr. Elf's eyes flash as his sword begins to glow bright blue/Mr. Elf fires an arrow which ignites into a brilliant blue half way to it's target/Mr. Elf's fist is engulfed in a blue aura' The opponent would only be blinded if the attack connects. Attack does normal damage, except takes the place of the next attack, so it's not like a pugil or kick, or any other extra attack. Could add a racial social where the Elf charges his weapon so it glows a dim blue.

That's all I got. Couldn't think of one for Humans, or Half-Elf/Drow. And Orcs are pretty much one big mass of inherent abilities, so I left them be. I hope these help!

Some people wake up every day thinking the world is going to make sense. How fun would that be anyway?

  

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ZulghinlourThu 25-Sep-03 05:48 PM
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#198, "Still a couple more days left."
In response to Reply #0


          

I'll take responses until the 30th. Then we'll wade through them and decide what we do and don't want. I'm honestly not interested in posting follow ups (Mine or yours) to the suggested ideas. They are there for you to see, perhaps inspire new ideas. When we've decided what we wish to implement, we'll follow up the posts.

So long, and thanks for all the fish!

  

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AllYourNexans (Guest)Thu 25-Sep-03 06:06 AM

  
#196, "Tailstrike."
In response to Reply #0


          

Right, so I was ranking on K'sra hunters during my previous session, and their tendency to strike at you with their tail made me think back about the last time my cat jumped on my desk (and in front of my monitor while she was at it) and accidently whipped her tail in my face.

As silly as it may sound, but suddenly getting hit in your face like that by a tail doesn't really hurt much of course, but it does give this minor shock effect for a second or two. Thus I came up with this idea for a Felar inherent ability named Tailstrike.

The skill would be manually activated, and given to all felar classes from say rank 7. And it would do exactly these 3 things. 1) It does minor damage to the target (wounds, injures, at hero a mutilate at the very most), 2) it lags the Felar for exactly 1 round, and 3) it lags the target for exactly 1 round.

What you would get with this is a minor inherent lagging ability for Felars. The reason why I think that this would both suit the race as well as help them out a little is because felars first of all aren't exactly the best bashers, while trip rarely cuts it due to them flying through various means etc, and also because Felars can't dual wield various weaponry so there is no pincer for them either for example. Another thing is that felars are by nature focused on physical combat and hunting etc, while they also have more wisdom than they have intelligence. I think this should automatically lead to some form of inherent cunning hunterinstinct anyway, and Tailstrike just might be the answer to this.

Overpowered? Don't make me laugh, the lag is only 1 round while it will lag the felar for that same round as well, without causing the target much damage at all. Because felars are naturally adept to physical combat through their powerful con, dex, high hp, 100% hand to hand and the extra claw damage, this skill would be a great way for a felar to try and attempt forcing their opponent to face them on their own terms this way. It never should result in any perma-lag either, because even if the ability is spammed there is always the chance that the opponent gets his/her command off before the Felar does. For felar hand to hand specs it would friggin' rock, for felar shapeshifters it would be mostly roleplay related, which balances out nicely I think. The other classes are somewhere in between.

Oh, and finally, you could also add this skill to that list of anti-ganging that came up recently along with bash, throw, pebble-to-boulder etc if need be.

By the way, make all inherent abilities including the ones already in start at 80% instead of 75% will you? Just like forced march. Looks much better that way, and seriously what is 5%?

No Nep, I'm not a crack-addict.


  

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ValguarneraMon 29-Sep-03 12:49 PM
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#212, "RE: Tailstrike."
In response to Reply #67


          

I think it's silly for a creature with claws and fangs to have its inherent ability be the ability to smack people with a blunt tail. I'm not aware of any species of feline that uses its tail as a weapon in the wild.

valguarnera@carrionfields.com

  

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HuttoWed 24-Sep-03 04:33 PM
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#195, "arials inherent the ability to fly"
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Develop an inherent ability. Specify what the name of the ability is.

It is called "fly."

Specify whether or not it is automatic, or has to be done via command.

It is not automatic. It has to be done via command.

Specify what the ability does, what affect it has.

Instead of arials flying 24/7, take their flying ability and turn it into an inherent. By default, they walk around like everyone else. If they want to be in flying mode, they use the command and at that moment they're flying with a small cost to their mana and moves. They must be standing to fly, and it can be done during combat. They remain flying until the person runs out of moves, or turns it off (via command). If they are forciably made to sit, rest, or sleep, they stop flying. They must stop flying to sit, rest, or sleep.

While flying, whether actually going anywhere or just staying in the same room, their moves will slowly drain. However, movement costs to go from one room to the next will be reduced significantly.

This makes flying for arials somewhat more realistic, and adds an element of strategy for both playing an arial (I can't stand out in the open flying forever without roosting) and for fighting an arial (I caught him sleeping, now I can trip him when he wakes up). It also differeniates between a fly skill and a fly spell, both with unique strengths and weaknesses.

Hutto, the Sleepy Nitpicker


'Sorry, I'm not 72323slhlst. Or however you say Elite'
-Vynmylak

  

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LaearristMon 22-Sep-03 05:45 PM
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#194, "I'll try my hand at this...."
In response to Reply #0


          

Humans: inherent adaptability (automatic)

Owing to their natural adaptability, humans learn new skills/spells/songs/communes much faster than the non-human races. Also they have a very small chance of learning to use an ability naturally which was originally artificially bestowed.

Increased learning curve for humans (like being smarter and more wise) up to 90% or something. Also maybe 1/1000 humans who wear an item (like newbie boots) for the first time would actually learn to use that skill/spell/song/commune naturally. So 1/1000 humans who get newbie boots would learn pathfinding (naturally becomes 2% so they can get better at it) the FIRST time they wear the boots (probably a coding nightmare) but otherwise they just continue on normally.

Elf: inherent altruistic healing (invoked)

Once a month an elf may give of their own life essence to heal the extremely wounded. This has been known to shorten the lifespan of the elf and actually increase the lifespan of the person receiving the healing.

Like an inherent altruism, but limited to those that are very injured. Can't be performed on fighting persons. Heals maledictions which cause damage. Shortens lifespan of elf, lengthens lifespan of target. Pretty big lag.

Drow: inherent globe of darkness (invoked)

Using their inherent ability to create areas of complete darkness, the drow can obscure a targetted person, and exit, or an entire room. These globes can be dispelled, will naturally dissapate under bright light, but are much more effective in areas of permanent darkness like the Underdark.

Used on a target, causes blind like affects (saveable), but also increases the chance of an attack missing the target. Used on an exit, there is a chance a person will get lost in the darkness and end up back where they started (greater chance under increased stress like fleeing). An entire room will cause blind like effects for everyone there, including the drow. These can be dispelled (co 'dispel' globe) and also dissapate under bright light (flash, daytime, full moon, fireball, lightning bolt, anything that causes enough light). More effective in caves, underdark, etc.

p.s. I'm sure you've gotten this suggestion a ton already... ohh well

Elf/Drow: inherent magic resistance (automatic)

Elves and Dark-Elves, having natural affinities for magic have been known to be only marginally affected by the most damaging of spells, and the most debilatating of maledictions.

When and elf/drow makes a save on magic damage, there is a small chance the damage will be reduced by a greater amount than 1/2 (1/3 - 1/10). Also when failing a malediction save (it hits) there is a small chance of reduced duration. (Only works for magic, not communes/songs)

p.s. As elves/drow aren't resistant now, I'm guessing this won't happend, but well I feel they should be.

Half-Elf/Half-Drow: random mix (or less effective) combinations of their parentages inherent abilities. (Interesting roleplay for the evil Half-Elf with altruistic healing IMHO or the good Half-Drow with Globe etc.)

Storm Giant: Already has one, and I don't have any ideas.

Cloud Giant: inherent cloud of mist (invoked)

Cloud Giants have been known to be able to invoke a shroud of obscuring mist about their bodies under the right conditions, making themsleves difficult to locate amidst the fog. Having spent much time on cloud capped mountains, their vision is unimpaired. The water particles do, however, make they quite the target for electical attacks.

Similar to a weakened when you don't see me. Unusable in unfavorable weather conditions (extreme heat/cold, arid regions, etc.). Doesn't affect other cloud giants ability to hit them. Electical attacks cause much more damage (including shocking weapons which will hit through defenses, perhaps for less damage if they would have been parry'd, missed, etc.). Undispellable, but a bunch of fire/ice will get rid of it.

Fire Giants: see Storm Giant.

Dwarf: inherent forge (invoked)

Dwarves, owing to their natural affinity to metalworking, may attempt to strengthen an existing metal weapon at a forge using a suitable hammer.

I'm assuming these types of items exist in game. This would add +hit/dam, and strengthen the material making it harder to break. Chance of destroying the weapon in the process, and is very hard to master.

Dwarf: inherent ultimate forge (invoked)

Once in their lifetime, a master of the forge is able to gather suitable materials and create a weapon of supreme craftsmanship and power, but doing so removes the desire to ever forge again, as the dwarf knows he will never again craft anything so perfect.

A dwarf who has gotten 100% in the forge ability can create a really good weapon (like a leader weapon), but will never forge again. (I'm thinking this should be rare enough that an immortal would be able to create a suitable weapon for the dwarf, and invoking the inherent ability would just notify the immortals so proper immteraction could take place).

Duergar: inherent cloak (invoked)

Duergar, so often designing masterful ambushes in the Underdark have learned to conceal themselves naturally in areas of permanent darkness such that they are completely undetectable.

Like duo for duergar in areas of permanent darkness, but they can't move, and it takes a lot of power, so they can't do it often, maybe once a month.

p.s. This is one of my weaker ideas, but then I'm sure you people will think they all suck *wink*

Gnome: inherent pacification (invoked)

Using their great wisdom and supreme intelligence, and gnome may attempt to calm an angry foe through sheer force of will.

Like calm (I've always seen gnomes as pacifists, don't know why.)

Gnome: inherent ward (automatic)

Gnomes of great power have been known to be able to block attacks at them via a powerful mental ward.

Opening attacks have a chance of being deflected (though combat will still begin) if the gnome hasn't been engaged recently. A ward builds up around them naturally the longer they go without being in a fight, and will stop an opening blow (including spells/communes, etc.) in its tracks. Chance of working is based on how long they have been at full health and out of combat (hp/mana/mvs that they would have been regening at full health get put into some kind of ward resevoire and helps determine effectiveness). Doesn't work if the gnome doesn't see the attack coming.

Svirfs: See Fire Giant.

Wood-Elf: inherent one with nature (invoked)

Wood-Elves have been known to enter a trance when in natural surrounding that they regenerate at a phenomal rate. However, the trance is quite deep, and the Wood-Elf will be unconceren with much that goes on around him.

Greatly increased healing rate, but unable to use where/who etc. Is able to take normal actions that aren't overly observant (fighting, etc.)

Orc: inherent blood fever (invoked)

An Orc in high spirits who stands over the body of a fallen foe may enter a state of pure bloodlust. Abandoning what little intelligence an orc possesses, the orc will fight with unimaginable power, ingnoring pain completely.

A bloodthirst-esque effect. Increased hit/dam, more attacks, worse defense. Can't see own status, or statue of oponent. Greatly overestimate damage strikes cause to oponent (all unspeaks), and takes only scratches. Wimpy set to 0 for the duration, but a chance of breaking the blood fever and fleeing that increases depending on how hurt the orc is (though of course they shouldn't be able to tell how hurt they are.)

Orc: inherent run of the coward (invoked)

An Orc who has fled from battle has been known to depart with speed that their bewildered pursuers are unable to match, however the delighted hunter has more than once caught up by finding the orc dead in its tracks, having run itself to death.

After wimpying out of a fight, an orc can run (like ostrich form and others) in one direction until they hit an obstacle. The comes with increased movement costs, and if they are still running when their moves run out, they will automatically force march to keep going, until they hit a wall, or die.

Minotaur: See Svirf.

Felar: inherent cats always land on their feet (automatic)

Felar have been known to move with such agility that even when being bashed into the ground, or tripped, they manage to twist in the air and land on their feet.

Like a less effective harmonius equilibrium for felar.

p.s. Great name huh?

Arial: inherent eye peck (invoked/automatic)

Particularly vicious arials have been known to peck the eyes out of their foes when in close combat, though more than one has paid a grave price for the failed attempt.

During grappling moves (where savage feeding would go off) there is a chance to peck out the eyes causing blindness (like that raven form did). Toggleable (you are either going to try to do it or not). Failing gets a free hit on you from opponent.

Ok I think that is all of my ideas. Some are weak, some may be overpowered (though I tried to make them limited), but hey, at least I tried, right?

Laearrist, who thinks all of his ideas are in fact divinely ispired and therefore infallible.... or is that unfalible... or infalible... or... you get the idea.

  

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KazraelSat 20-Sep-03 12:18 PM
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#191, "I've got one."
In response to Reply #0


          

'Sprinting' Either for Felars or maybe woodelves in wilderness areas. Depending on race can make up a fitting name.
Activated with 0 lag, can use only however often, maybe once a day. Allows 'run'(ostriches) like lagtimes on moving for 1~2 ticks, gone moment you engage in combat, or if you rest. Basically greatly improves your chances of catching up to anyone who's running from you on foot *once*, or if you have enough moves running from someone chasing you. Can change directions(or not). Sucks about 1.5~2 times more moves than moving usually would.

  

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The HereticFri 19-Sep-03 07:50 PM
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#189, "Detect passage"
In response to Reply #0


          

Detect hidden passage. Automatic ability of dwarves that allows them to see hidden doors.

  

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ValguarneraMon 29-Sep-03 12:39 PM
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#208, "Re: Detect passage"
In response to Reply #63


          

The game doesn't know offhand why a door is hidden. For example, there are a number of places where a set of bushes or brambles acts as a 'door'. Similarly, something could be concealed by magic, which dwarves aren't good with.

It's possible we could mark doors with some sort of dwarf-detectable flag, or hope that area writers remembered to assign a correct material to their door, and have it only work on doors made of stone.

valguarnera@carrionfields.com

  

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The HereticTue 30-Sep-03 05:27 PM
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#224, "RE: Re: Detect passage"
In response to Reply #75


          

>Similarly, something could be concealed by magic, which dwarves aren't good with.

Dwarves would detect a door by more than just where the door is. They assess a room and are able to tell by the design if there should be a door in a place.

>It's possible we could mark doors with some sort of dwarf-detectable flag, or hope that area writers remembered to assign a correct material to their door, and have it only work on doors made of stone.

Being made of stone isn't too important in my mind. It has more to do with dwarven affinity for architecture as opposed to an affinity for earth/stone. I can't see any harm in making this more open-ended, allowing them to see everything except specially marked doors.

  

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RealSheaFri 19-Sep-03 12:43 PM
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#188, "Gnome/Svirf: Inherent 'Foot Stomp/Smash'"
In response to Reply #0


          

Since gnomes and Svirfs are so short, they would more than likely gain the ability to take someone out below the knees. This could be done in the form of getting close enough to their victim to stomp on, or smash their feet/toes/paws. While not necessarily a lethal skill, done correctly, crushing someone's foot can result in broken bones which make certain activities quite painful.

usage: inherent 'footstomp' victim

affects: This skill results in the gnome trying to smash on or both feet of their victim. Someone affected by the stomp would take light damage from the stomp (maim, MUTILATE) at high levels, but would have their movement statistics reduced.

There would be a chance that the stomp would actually break a bone in the foot of the victim (Similar to the chance of kote breaking a wrist). If that were the case, the victim would be unable to kick successfully (Perhaps getting the message: "You don't want to do any further damage to your foot.") and would have their movement significantly hampered (I'm thinking: Every step would be like walking through a forest. Walking messages would be replaced by 'limping' messages to discern someone affected by this. For example: instead of seeing: 'Nimbus has arrived', or 'Nimbus leaves west', you'd see 'Nimbus limps in', and 'Nimbus limps west') Broken feet can be healed by healers and transmuters with repair bone etc.

restrictions: Probably a level based skill. Something along the lines of 21-22 before it would be active. Can only be done on non flying creatures, since the stomp is really sandwiching the victim's foot between the gnome's and the ground. Decent lag. The target would have to be upwards of 1 to 2 sizes bigger than you, otherwise you wouldn't be able to maneuver in to do it. Boots could have an affect on both the ability or inabilty to perform the skill (Both the victim's and user's boots). Skills that keep you at bay, like distance, could counter the skill. Can't be done on, or in water.

  

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Tempranger (Guest)Fri 19-Sep-03 12:21 PM

  
#187, "Elf inherent - superiority"
In response to Reply #0


          

Elves would be granted a callable inherent ability called 'superiority' which would allow them to (offensively) reduce a target's intelligence: I'd say by (Elf-char-intel MINUS Target-char-intel) DIVIDED by two. On a giant, this could easily be 4, but on a dark-elf it would likely not be more than 1 without other external factors involved.

The elves are of godly intelligence and are an incredibly overbearing race, I think that this would give them a cool RP attack which would not unbalance things terribly while still being useful for certain situations. If you want to be mean, maybe let there be a primary roll to see whether the ability would be considered offensive or not. This ability can not be allowed to stack on a target, or be used too frequently by an elf. Consider.

Glad to see the contests back in force,
-HT

  

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ZulghinlourThu 18-Sep-03 12:34 PM
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#183, "Stuck at 65 responses for a few days now..."
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Are we done?

So long, and thanks for all the fish!

  

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Graatch (inactive user)Mon 15-Sep-03 04:00 PM
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#182, "RE: Zulg hijacks the Contest! Design an inherent abili..."
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Human:

Friends and Family. Automatic. Humans, being by far the most populous and wide-spreading race have "friends and family" all over thera. Because of that they get an improvement to haggle - I'd say between 5-15%. This would work anytime they went to buy or sell something, and in story line it would mean they get a bonus because they are welcome and recognizable - and their business desired - in places that other races would not be. The coding might be difficult but I'd add that this bonus would not work for them in racial specific places, like Hillcrest or Darsylon or others. But I can see that it might work there also, even so, because humans go everywhere, all over, and would have contacts in virtually every location. Mostly I don't think humans should get an inherent that is physical or somehow power based - they are human - so it has to be something that they get by dint of their social status as humans.

Felar:

Poison pierce. Command required. Must have a claw attack available, i.e. can't be using a weapon and shield or holding an item and a weapon, etc. During combat a felar can try to point one claw with a rigid finger and pierce into any exposed flesh of a foe giving them a weak, short poison. Or perhaps a very short bleeding similar to cross down parry in duration. Though not the other affects of cross, just a short bleeding. In a perfect world I'd have it give a -2 str for the one or two ticks.

Cloud:

Improved scan. Automatic. Cloud giants, because they are born and raised and acclimatized to much higher altitudes have grown accustomed to looking through the clouds. They live in the clouds after all. Because of this, their vision is not impaired by inclement weather or other similar problems (such as the bard song tears). Cloud giants therefore can scan normally in rain or shine, with tears or not, etc. I might also consider giving them a one longer scan, so they get six squares instead of five, or whatever the current max is. As an aside, consider making it work for those blinding skills that blind because they make blood or some other liquid run into the eyes. Or lessen the affect if not entirely negate it. Unless it's acid of course....

Duergar:

Feel of the night. Automatic. Duergar, when at night or in areas that have no natural light (indoors with all exits closed, underground, etc., get a bonus to their morale. A 10% kind of thing, something noticeable but just. This, of course, would be explained by their millenia of experience in the dark and their obvious comfort in such surroundings.

Elf:

Feel of the Sun. Automatic. Opposite of the Duergar. Elves, being most comfortable out in nature, in the light of the sun, are given the bonus during daytime. Yeah, I know it's weak to have two abilities that are opposites, but I think it makes some sort of sense. In the cultural attitudes of the two races.

Arial:

Wing leap. Command required. In combat an arial may, instead of fleeing, do a wing leap, which lets them flee not one room away but two, in a random direction. It's flee +1. All other flee rules apply. And if the arial is earthbound or for some other reason unable to fly, they cannot wingleap.

Gnome:

Craft. Similar to the old Master brew, but instead of using magic they tinker and put together basic utility things, like a boat, or a (small) bag, or lights, etc. Calling on their ingenious penchant for working things and machines. I'm up in the air if I want to let it include fashioning things that replicate other spells or powers. I'm mindful of the general cf policy of not watering down other skills/spells/powers by giving them to other races and classes, or duplicating them. But to some extent it can work with things here. Instead of producing a potion of fly, perhaps fashion some mechanical wings that work only for 12 hours, and they can't fashion a new set of wings for another few days, ostensibly while they gather materials. That sort of thing.

Will do other races later.

  

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Trezzy (Guest)Mon 15-Sep-03 02:54 AM

  
#181, "more ideas..."
In response to Reply #0


          

humans

"blend with the crowd"

Something along the line that humans, beeing the most common race in thera, can blend into crowds where there are alot of people. My thought was that when using this command in certain places (cities etc) humans can blend into the crowd and not be visible on the "where list" They would still be visible (unless they hide,invis etc. that is).

-----------

Giants

"stomp"

Now i know giants allready have inherents but one thing Ive always kinda wished them to have was "stomp". An in combat non automatic inherent. The giants would simply use their size advantage, if there is any, in battle to simply stomp on their enemies.

  

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ValguarneraTue 30-Sep-03 01:23 AM
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#222, "RE: more ideas..."
In response to Reply #58


          

humans

"blend with the crowd"

Something along the line that humans, beeing the most common race in thera, can blend into crowds where there are alot of people. My thought was that when using this command in certain places (cities etc) humans can blend into the crowd and not be visible on the "where list" They would still be visible (unless they hide,invis etc. that is).


This strikes me as rather overpowered. Even on non-assassins.

valguarnera@carrionfields.com

  

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incognitoSat 13-Sep-03 06:09 PM
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#180, "my last entry (I think) - elf inherents"
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I am not going to make suggestions for humans, half-breeds, or giants, as I would like to keep the more "artistic/craftsmen" and "elegant" races with the wider range of inherent skills.

elf = farsight

Manual ability. Can be used at will. 1 round lag. This allows the elf to spot an air form or flying familiar in the air if the air form is in the skies over the area and the elf is outdoors.

elf = archery (a novel twist on Bacrie's usual suggestion)

Manual ability. Can be used at will. Two rounds lag. This allows the elf to shoot an arrow at an airform in the skies above the area, if the elf is outdoors. The arrow's chance to hit will depend on the elf's class, strength, dex, farsight and archery skills. If it misses, the elf will know, but the target will also notice the arrow passing close by, so can take evasive action. I'd set the damage for this skill quite high. Probably a demolish with a chance for an oblit, on an unprotected target.

elf = heritage

Manual ability. Timer 1 week. Allows an elf to make use of family connections (provided that they are the same "breed" of elf) to get aid from other elves. Argument can be for food, water, money or healing. Food would get a bag with 10 pieces of lembas in, if the elf can link themselves to the elf. Water would be a gourd of water. Money would depend on the level of the elf. Best an elf can hope for is 3 gold. Could be as little as 5 copper. An elf would be expected to use this command consistently with their role (eg a travelling performer could justify using the command as often as poss, but other elves might be expected not to "impose" upon their kin). Healing would also depend on the level of the elf. A strong elf might be able to scrape together herbs and potions able to heal 250 hp, and a 25% of curing poison, plague, and insanity. A low level elf might not be able to assist with this.

  

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incognitoSat 13-Sep-03 05:54 PM
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#179, "more inherent ideas - dwarves"
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dwarf inherent = weaponcraft

Manual ability which can only be performed in a weaponshop or another suitable area. In a weaponshop, the dwarf has to pay a fee to the shopkeeper. The fee is based on the existing av dam, hitroll (if balancing, see below) or damroll (if honing, see below), as this reflects the quality of the materials needed. Lags like the leech unholy blessing spell. Can be done once every 500 hours, but only once per weapon. If the argument used is "balance", the dwarf has a chance to increase the hitroll of the weapon by one (negative modifiers to hitroll of any degree will be completely removed). "Honing" is a similar skill but affects the damroll. The chances of success decrease when the damroll or hitroll is higher.

dwarf inherent = repair armor

Manual ability that can only be performed in an armory or other suitable area. Once every 100 hours. If in an armory (as in the shop) he has to pay a fee based on the level and material of the armor. Anyway, this skill allows the dwarf to restore armor that has been damaged by acid to its original strength.

dwarf inherent = enhance armor

Manual ability which can be used under similar circumstances to enhance armor. Timer is 1000 hours. Fee is based on material and level of armor. This gives the armor an increased resistance to attacks which could destroy it (eg dent, frost attacks etc).

dwarf inherent = detect secret

Automatic ability. Dwarf gets a 5% chance to spot an exit that doesn't show up on the "exits" prompt, each time he enters a room.

  

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incognitoSat 13-Sep-03 05:43 PM
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#178, "more ideas - wood elf"
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wood-elf = examine habitat

Manual skill. Can be used at will but only in wilderness areas. Lags wood-elf 2 hours. Allows the wood-elf to examine the area for evidence of a particular mob or pc's presence.

Mob/pc must have been alive and in the area since the last repop for the skill to return a "success", which happens at the end of the period of lag. (Note the mob can be dead now, as long at it was in the area since the last repop.) If the wood-elf is attacked, the lag ends, but the wood-elf will not get the information.

This skill can tell the wood-elf, for example, if a particular assassin or ranger has been into the area since the repop. However, they must specify what they are looking for.

wood-elf = wildlore

Automatic skill. If someone is in forest terrain and in the same area as the wood-elf, there is a chance the wood-elf will notice something amiss. For example, perhaps birds take to the air suddenly, revealing the presence of someone in the woods. This skill can fire even if the person causing the disturbance is not in the wood-elfs pk. I would make it wilderness time dependant (ie a wood-elf who doesn't spend enough time in the wilds will not derive much benefit from this skill). I'd also make it increase slowly so that only an old wood-elf is likely to have perfected this.

wood-elf = weathersense

automatic skill. Wood-elf gets a sense that weather is likely to chance in a certain way before it actually does. Therefore, if someone uses the change weather skill and the wood-elf did not anticipate the change in weather, the wood-elf may know something is amiss.

This skill will also give the wood-elf a bonus to save versus call lightning, as the wood-elf ducks for cover when he notices the sudden activity in the clouds. I'd also let this work near the ruins of the deep.

  

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incognitoSat 13-Sep-03 05:22 PM
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#177, "some ideas for gnome inherents"
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ok, having done my underdark race entries, I've got my gnome entries:

gnome = sage lore

Manual skill, can be used once every 500 hours. Allows gnome to go to a library, peruse it, and come up with a basic topic of research that is in the library.

eg, if you could research "Minotaurs", "Druids" and "the Modan" in a library in Seantryn, and you went to that library and used the skill, it might return one of these keywords for you if you were successful. Other topics, like "horseshoes" which are subtopics of "Minotaurs" would not be returned by this skill. Only the starting topic would be.

Also, this skill should give a "one-off" chance the first time a topic is researched that it does give a sub-thread topic. eg, the first time you read about "Minotaurs" you get a small chance to be told to read about horseshoes, perhaps in a specific library if it is different to the one you are in.

gnome = peruse

Manual skill. Can be used at will. Has lag similar to request.

Allows a gnome to apply his knowledge of artifacts and lore to find minor faults with items in a shop, or to reach an understanding with a shopkeeper. The gnome will then effectively have "lored" the item without buying it.

  

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Chieften (Guest)Sat 13-Sep-03 07:58 AM

  
#176, "Orc Inherent"
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Name: Hit or run (Yeah, it's lame, I give you the right to change it )

Race: Orc

Syntax: Automatic

What it does: If a single blow takes more than 25% of an Orc's HP (i.e. That really HURT!) the Orc will either flee several rooms away, or return an attack that does 2-5x the amount of damage, depend on the Orc's level.

Reasons: Orcs are creatures who are mostly ruled by their emotions, in this case rage and fear. Depending on the Orc's moral, when he's hit for a really painful blow he will either run or fight back. If the Orc's moral is low, he will run. However, if the Orcs moral is high, rage will overcome him and cause him to lash out at his attacker.

Keep in mind Orcs have a ton of HP, and this will probably be quite rare.

  

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Trezzy (Guest)Fri 12-Sep-03 02:48 PM

  
#175, "hmm"
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felar claw -non automatic

This should most of the time only cause damage and nothing else but there should be a chance for other effects (see below).

Using their razorsharp claws felars can tear at their opponents skin that is not protected by metal. Depending on where the wound is inflicted the effect varies."

suggestion, if it hits the face there is a slight chance that it affects the sight, legs higher movement costs, arms the chance of a disarm etc.

in combat using the command claw you get something like this:
-------------
Using your claws you viciously tear at Santa's unprotected face!
(either only damage or somthing like this, should probably be a lesser form of blind.)
the pouring blood from the wounds leaves Santa blinded!

Trezzy suddenly tears at your unprotected face with his claws!
The blood from the wounds in our face leaves you blinded!
------------------------
Using your claws you viciously tear at Santa's unprotected legs!
(chance of)
something something starts limping.

Trezzy suddenly tears at your unprotected legs with his claws!
something something causes you to limp.

-------------------
Using your claws you viciously tear at Santa's unprotected arm!
(chance of)
Supprised by your vicious attack Santa flinches and drops his weapon!

Trezzy suddenly tears at your unprotected arm with his claws!
Supprised by Trezzy's attack you fumble and drop your weapon!


  

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Sebrille (Guest)Fri 12-Sep-03 05:18 AM

  
#174, "Arial - Grasping Claws"
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Arial - Grasping Claws - Auto.

Whenever the opportunity arises, arials like to use their predatory instincts and grab at opponents with their claws. These raking shots can tear at victims flesh terribly. With talons that increase damage done, the tearing has an increased effect. Occasionally, bleeding in the face may cause temporary blindness (in a 'tears song' like way). Their is a fair chance of this going off to begin combat (murder) but is much more unlikely to go off during and is more likely to happen when performing a kick-like manuveur (not dirt kick, kicking, assassins kicks, cheap shot, etc.)

Thought this was one of those things that just made sense.

Sebrille.

  

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Sebrille (Guest)Fri 12-Sep-03 05:08 AM

  
#173, "Gnomes - Ancient Plegde"
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Gnome - Ancient Plegde - Manual.

Being mostly peaceful information gatherers, the gnomes made an old pledge to keep their knowledge 'neutral' to prevent it effecting the power of either the Light or Dark of Thera. This pledge has strengthened them against such powers and an inherent resistance to negative or positive effects can be called upon. The ancient pledge comes from within, fortifying their body and mind to allow them protection for a time much like resist Positive and resist Negative. Should the power come from a neutral source however, the protection is negated (lasts for half a day at Hero, maybe 3 hours at the least. Resistance counts even if an evil person uses a positive attack. Its only other neutrals it doesn't work on.)

  

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Circuits Edge (inactive user)Thu 11-Sep-03 10:55 PM
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#172, "RE: Zulg hijacks the Contest! Design an inherent abili..."
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Some cloud giant inherent ideas.

Shake/Punch tree: You might or might not get some fruit. Fruit type depends on forest. Can only be done in forests, and only in some forests.

Stomp Chomp: Stomp the ground with your foot, alerting everyone in the area of your presence, kinda like 'You hear the cry of a *shifterform* nearby'. Uses? None, but what the hey.

Timber/Tree go down: Punches/kicks a tree in a forest so it falls down. The path can't be crossed if you're sneaking/creeping. Elves/whatever will temporarily lose sneak mephit style. Can fail, hitting you on the head or whatever.

Empty gigantic bladder: Like create spring, but creates a pond.

Strengthen skin: Strengthens a specific part of the body (head/torso/arms/legs/etc), so certain specs/skills hitting specific
bodyparts have a bigger chance to fail. Caltraps/dagger ####/etc.

A storm giant inherent idea.

Grounding: Doesn't work if you're flying. Increases lightning resistance, but ####s you up in some other way.

A few more arial inherent ideas.

Peck: Free auto peck attack that hits for a mutilate? at hero. Only works if you're using hands, or other close combat crap like say, a dagger. Minor bleeding possibly.

Shriek: Causes a 1 hour deafen. Can fail.

Wingsweep: Causes one round of confusion (feint).

Feel these claws baby: Extra claw attacks for arials. Feet need to be bare/or special footware needs to be worn.

  

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KrivohanThu 11-Sep-03 09:35 PM
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#171, "Orc inherent"
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Infectious diseases. Do to their surrounding filt and constant exposure orcs have become immune to malaria, influenza and such. In return they can also transmit these diseases to foes when they battle them through their bites.

  

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Circuits Edge (inactive user)Thu 11-Sep-03 04:03 PM
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#170, "RE: Zulg hijacks the Contest! Design an inherent abili..."
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Ok here's one inherent for orcs I guess.

Acidic Bile. Lev 30'ish, you need to have used ingest recently. You puke stuff over your opponent, causing light dam initially, then an immolate effect. Acid shield obviously prevents this.

  

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WilhathThu 11-Sep-03 03:40 PM
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#169, "Arial - Wing Blast"
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Automatic when the arial is not earthbound or otherwise incapable of flying. Manual when the arial IS earthbound (when done in this manner there is 2 rounds of lag).

Basically the arial does an uber wing flap which stirs up dust and debris which has a dirt kick/windwall like effect.

  

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Sebrille (Guest)Thu 11-Sep-03 09:31 AM

  
#168, "More random human inherent possibilities."
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Human - Sensitive nose (nosesniff) - Manual

You were born with very good senses when it comes to sensing something foreign in your food or other belongings. You can 'nosesniff' objects to test for plague, disease, poison and thief poisons. Can't be applied to armour and weapons.

Human - Eagle-like Vision - auto

Every time you scan, you get a chance of seeing off into the distance further than anyone else. You cannot use this while indoors, but can scan into indoor areas unusually far. This is only usuable during day-light hours. It gives you a message like 'You see a small troll in the distance to the east.' basically telling you beyond your normal scan you see someone in that direction. Not sure how easy to code or good this would be... beginning to have doubts. Maybe you can work with it.

Human - Nimble Fingers (like thief skill) - Auto.

You just seem to understand knots! Its like eating cake. Thieves who get this get 100% in their nimble fingers skill automatically and a further bonus from their inherent skill when it succeeds. Non-thieves just get the nimble fingers ability.

Human - Insane Luck - Auto.

Sometimes, crazy stuff just happens! Once in a blue moon you'll stumble and dodge a spell, accidentally disarm your opponent or stumble out the way of a skill. You just don't comprehend how lucky you are! Obviously, improvements are rare since the skill rarely goes off but it sounded kooky and fun. Floofi would be proud.

Human - Speedy Recovery - Manual.

Your will to be healthy is so deep routed that you can shake off some problems easily, making sometimes miraculous recoveries! Done once a day, you urge your body to rid itself of whatever is afflicting it at the time. The more problems, the harder it is to shake even one of them. Only handles physical maledictions and not magical or other. Your body overcomes its afflictions, making a rapid recovery! or... Your failed attempt to make a fast recovery leaves you feeling drained and tired.


Was thinking halfies could get a shot at these abilities too. I can't think of a small group of really good ones but I know this random human ability thing would work if done correctly. It would also not leave halfies feeling left out. Perhaps if they have to have their inherent start at 50% which for insane luck would be a killer but i can't think of an easy way to implement this. Was hoping you imms could twist the idea around a bit! Thanks.


Sebrille.

  

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ValguarneraMon 29-Sep-03 12:44 PM
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#210, "RE: More random human inherent possibilities."
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I don't get why these are particularly 'human' traits.

valguarnera@carrionfields.com

  

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RealSheaThu 11-Sep-03 09:11 AM
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#167, "Elves: Inherent 'Determine Protections'"
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Elves, being inherently magical and good creatures would probably know what to look for in assessing an opponent to determine what magical or divine protections surround them. It wouldn't tell the length of the protection, or even what level, what sort of spell etc was there, but it would give insight into what was out there.

Effects:

Let's say your fighting BillyBob, and want to use your inherent elven senses to try to figure out what's going on with him. Billy bob has sheild of winds, protection from heat/cold (Druid Spell)), and endure (Assassin skill) up (Really odd scenario, but bear with me).

inherent 'determine protection' BillyBob

What you see:

You sense invisible winds swirling around BillyBob that keep air away from him.
You sense an aura of heat surrounding the form of BillyBob, protecting him slightly from the cold.
You sense an aura of coolness surrounding the form of BillyBob, protecting him slightly from the heat.

Restrictions: That's it, you wouldn't notice endure, because that's a skill and not magical in nature. Likewise, if you're a lower level than the spell that's been cast, you would have a harder time determining that it's present, if being able to at all, in the same vein as improved invis. As well, you could limit the amount of protections you can see perhaps. Let's say someone's got the max amount of invoker shields up. Maybe the only ones you could see would be air, ooze, and earth, but you miss the other ones. If you were to look again, that would chage. Also, there'd need to be the appropriate amount of lag based around the skill.

Flame away...


  

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RealSheaThu 11-Sep-03 08:48 AM
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#166, "Wood Elves: Inherent 'Soothe'"
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Wood Elves, being as close to nature etc as they are, could gain the ability to soothe the tempers of natural beasts.

inherent soothe bear

Effects: Chances of working are about equal to tame, but the result is that it only stops combat for the room they are in, not taming the creature for the rest of the creature's life (Which I believe is the case for tame, the creature you tame just sits there happy as a clam until it's killed by someone). That way, as a wood elf would enter and leave the room that the creature's in, they'd need to soothe the creature again.

Restrictions: None, other than what's above (No perma tame).

Flame away...

  

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DogeWed 10-Sep-03 11:05 PM
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#165, "RE: Zulg hijacks the Contest! Design an inherent abili..."
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In my opinion inherent abilities should be specific things only a given race can do and that no other skill/spell can duplicate. I'll try to offer things that fit and are along the lines of minotuars' gore (unique skills). Btw, all of these are manual (require a command) and I've tried to give some durations etc...

Storm giant
Summon tempest: Here the storm giant can summon a spot of inclement weather. Aboveground, this would make weather that is, roughly speaking, optimal for calling lighting with strong winds. Underwater, one can imagine some faint whirlpool or cauldron occurring on the spot. The effects would be to increase the morale of the storm giant as well as making him harder to hit; a minor improvement to save vs spell OR denying any dust based attack could also fit. The duration is tied to how far removed the summoned tempest is from the actual weather as well as percentage and level of the giant. Must be done outdoors and a civilized area would make for a weaker tempest as well. Should be doable in combat only, like warcry. This should be a once a day (24 ticks) thing but the tempest should stick around for a bit as well, roughly like warcry again.

Cloud giant
Re-insulation: The cloud giant can focus on his affinity for cold and can heal himself in cold environments. The healing should encompass movement as well and be, magnitude-wise, around the cure serious of recent past and have a timer or perhaps 4-5 hours or so.

Fire giant
Render: Here the fire giants uses his brute strength to destroy an item. The item can be in the giants inventory, on the ground, or a door. The odds are breaking a door would need to be coordinated with picking locks but I would think that the cabinet in Tarus' office and similar containers should be openable by force with this ability.

OR

Intimidate: Using the stature and rather mean demeanor the fire giant can positively affect the moral of his group (for evils) and negatively impact the moral of his opponents (if good). This skill should allow more utility from mercenaries as well.

Arial
Shriek: Drawing on their avian heritage an arial can let out a very high-pitched cry that is somewhat painful for most humanoid races. The call will distract any foes in a room, i.e, randomly decrease chance of successful action, cause foe to attack the arial, or lower morale in foe). 2 rd lag, morale effect is not stackable and foes get more resistant to it if "cast" successively (kind of i.e. the recent sleep tweak).

OR

Perch: The arial finds a spot to land. This can only be done in suitable terrain (somewhere where trees exist but where there is some wind shelter). Perching increase regeneration rates slightly --nothing like slow or camp. Perhaps normal sleep x 1.1. Perhaps allow the arial to perch quicker than sleep from "adrenalin gushing" status.


Elf
Ward of translucence: Using nimbleness of mind and body as well as the natural affinity for magick, a high elf can appear to bend through time. The effect of this bending is subtle. The elf requires less time and mental energies in doing anything, esp. things that require/drain mana. Similarly, an elf affected by this ward takes on a greenish aura that makes it impossible for the elf to hide by any means. This should require lag (3 rds), mana, and mvs to initiate. I think once a day (24 ticks) and that it should last maybe 4-5 ticks. I see this as some ancient knowledge of the race with an elaborate ritualistic invocation to start. Its prime use is if the elf will be doing a lot of mana-based or laggy activities. It should also be useful in defending against things that subtract mana (e.g.: plague).

Felar
Sharpen: The fela sharpens his claws as a typical house cat. This can be done as often as the cat would like (not in combat and causes hide/camo/invis to drop) but has some lag. The effect is to add a slight +dam to claw attacks. This would depends on level and be of short duration. The duration could either be in ticks or actual attacks (next 10 claw attack for example).


Wood-elf
Sixth sense: In a wilderness area the wood-elf can sense invisible creatures. This skill would require some non-trivial lag (3 rds) and would function, in effect, as a form of detect invis but only in the area where the wood-elf is. If he leaves to another area then that area only can be "seen". If he leaves to a non-wilderness area then the ability drops. Another aspect so be sneaking in the woods. I can imagine some echo that the wood-elf hears creatures sneaking or maybe even creeping in the woods. The wood-elf would still need to look to figure out who snuck, crept in. This would be limited to a room, not the area. The idea is to make it difficult to surprise (via stealth or invisibility) a wood-elf in his natural environment.

Orc
Vomit: The orc's rather vile diet, compared to other humanoids, results in a particularly nasty gastric juice. The orc can vomit some of this substance and use it to coat a weapon. The effect of being hit with such a weapon would be a form of nausea that would cause a slight lowering of con, dex, or str (determined randomly). The orc should be able to do this only immediately after filling his stomach (eating as much as possible as opposed to just topping off).

For humans, dwarves, half-breeds, and underdark races I'm drawing a blank currently...

  

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ZulghinlourWed 10-Sep-03 08:34 PM
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#164, "2 days in...47 responses...keep 'em coming (n/t)"
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n/t

So long, and thanks for all the fish!

  

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Sylvrin (Guest)Wed 10-Sep-03 02:08 PM

  
#163, "Inherent for Arials- Talonslice"
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Talonslice

I have often thought that arials have these nice sharp claws on their feet, they should be used for something. This could be either automatic and randomly occur during battle, or it could be manual. I think automatic/random would be nice though. Basically it would do some damage during combat and randomly cause some bleeding or possibly some minor dexterity or strength loss. I'll leave it to the IMMS to decide how much and how often to keep game balance. This would work even if Arialperson is wearing boots since boots are clawed, but maybe the damage would be reduced since the boots are probably not as sharp as bare talons would be.

Echo could be something like:

Driving his/her razor-sharp talons into your (random body part here) Arialperson tears at your flesh causing a jagged wound.

If leg is damaged dex loss might occur, if arm is damaged perhaps strength loss, if chest or back are damaged perhaps bleeding occurs.

Well that's my idea for now...add any and all comments

  

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RealSheaWed 10-Sep-03 01:11 PM
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#162, "Felar: Inherent 'Enhanced Hearing'"
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Felars, given their history and introduction to Thera could have retained the hearing ability of their kitty cat ancestors.

Skill:
inherent 'enhanced hearing'

Using this skill, the felar would be able to tell whether there was movement in the area from someone. Someone in this case would be a true 'someone'. If the felar were listening, they might hear: 'You hear a branch snap off in the distance', or, 'You hear footsteps off in the distance', etc... It would not tell them who it was or what level or anything like that. They would be under the affect of 'enhanced hearing' for -1 hours until one of the restrictions occured.

Restrictions: The felar would need to concentrate in order to use this skill (They aren't true animals after all). That means no movement, spell casting, or combat. Potentially this restriction would be removed or toned down as they gained in level/got better at the skill.

Flame on

  

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RealSheaWed 10-Sep-03 01:02 PM
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#161, "Fire Giant: Warmth = Goodness"
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Since Fire giants we've seen are restricted by cold weather and cold effects, perhaps the reverse should be explored as well. Fire giants as an inherent ability (passive) would be able to regenerate faster in desert(hot weather) and firey areas due to it being their natural habitat.

Maybe something in the inherent skills list like fast healing that gets checked when in areas of those types.

Zach

  

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RealSheaWed 10-Sep-03 12:53 PM
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#160, "CloudFire Giant: Inherent 'Thunderclap'"
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Cloud/Fire giants, being rather large with exceedingly large hands could gain the ability to smash their hands together creating a huge noise that would temporarily deafen a creature. (Think earclap, but since you're not actually whacking their head/ears, the duration wouldn't be as bad)

Effects: Would deafen someone for 0 hours, until they can get the ringing out their ears.

Restrictions: Can only be done once every three hours. Can only be done when not wielding anything in both hands.

Flame away...

  

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RealSheaWed 10-Sep-03 12:43 PM
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#159, "Arial: Inherent 'Force Down'"
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Arials, being the masters of the air with their wings should answer to no one when flying except perhaps other arial and air form majors.

That being the case, a potential inherent skill that an arial could have would be to force other flying creatures to the ground through a series of swoops and what not with their wings.

Effect: Flying creatures, PCs, etc that are not arial or air forms are effectively earthbound for 0 hours in combat. This would not cancel flight, and flight would resume once the 0 hour ticked by, but it would keep the person near the ground until they can get clear of the arial.

Restrictions: Can be done multiple times, but only once per hour. Cost of significant movement in order to perform, and lag enough so that the following wouldn't be possible for say, an arial thief on his lonesome:

inherent 'force down' Billybob
trip Billybob
<- insert kick to head here.
trip Billybob
<- insert kick to head here.

Billybob = Dead

Flame away

  

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RealSheaWed 10-Sep-03 12:34 PM
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#158, "Storm Giant: Inherant 'Tidal Wave'"
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I'm not a fan of Storm Giants being able to call lightning actually, (since I don't exactly know how a giant can get lightning to be directed without some sort of divine help) but this one makes more sense to me: Allow Storm giants, when on the water to be able to throw their mass into the water in an attempt to create a wave directed at a foe, group of foes.

The result would be that if hit by the wave, the affected person would take minor damage, lagged a short time (as per a bash), and thrown in a random direction per the exits of the room (with resulting possibilty of capsizing whatever boat they were on).

The result to the storm giant would be that he would be lagged a short bit (as per bash), would have his movement reduced a bit, and would be unable to attempt the maneuver again for roughly 3 hours (due to the extreme effort it took to .

The ability I believe, is good on a few points:
1) Utility in combat
2) Restricted by area of use
3) Fits in with the storm giant concept of being a water dwelling race.

Flame away.

  

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RealSheaWed 10-Sep-03 12:24 PM
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#157, "Orc: Inherant Disease/Poison Healing"
In response to Reply #0


          

To quote the orc helpfile: "Living in squalor since the time of their creation, Orcs have a strong
immune system..."

An inherant ability of orcs could be to allow them to 'burn off' or purge out their systems of disease or poison. I see this being a utility type ability that would have the following restrictions depending on the implementation:

either: Could only be done outdoors in forests, swamps, caves or water, no deserts or frozen area for the following reason:

Orcs live in squalor, familiar with swamps and muck. Part of the ability would be to find leeches they'd apply to their skin to suck out the poison. Obviously, leeches don't (Although arguably, half the orcs in the orc village are covered with slime and leeches anyway)

Or: When used, would inflict minor bleeding for a few ticks for the following reason:

The orc, used to more savage methods of medicine would attempt to bleed out the poison/disease. Poison and disease (if having them at the same time) would be replaced by minor bleeding damage that would last a duration of a few hours.

Reuse of the skill would be 24 hours in both cases, since the orc would need to get his/her strength back up since both require loss of blood, regardless of how implemented

  

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Nightgauntish (Guest)Wed 10-Sep-03 09:09 AM

  
#156, "RE: Zulg hijacks the Contest! Design an inherent abili..."
In response to Reply #0


          

Felar
bite, automatic.
When fighting in close combat(hand to hand, daggers or so) there is a chance that the felar manages to bite the target. Minor damage, higher level might cause minor bleeding.

elf
Magic talent?, not automatic

Due to elves magical nature elves have a chance to fokus their mind for a short period, making them more resistant to spells. (Adding some more svs, perhaps -10 to-20)

wood-elf1
Calm beast, non automatic
A wood-elf have a chance in calming aggressive natural beasts

wood-elf2
Nature affinity, automatic
A woodelf traveling through the woods have much smaller chance getting attacked by aggressive natural beasts.

dwarf
improve armor, non automatic
A dwarf has the ability to add plates and in other ways improve their breastplate(must be metal), armor gains ac and one of the following choises: hp, dam or resist fire(or anything that fits). The additions to the armor will crumble after a time of combat.

duergar
minor invisibility, non automatic
A duergar might fade from visibilty from the plain eye by concentrating, moving will disturb this concentrating and they have a chance of regaining visibilty. They are detectable by detect invis.

cloud giant
Serenity?, non automatic
A cloud giant has the ability to calm his nerves and fall into a trancelike sleep, while sleeping like this his mind and body regains strength faster. He cannot wake easily out of this sleep though and if disturbed his mind will be totally exhausted.

  

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MordacaiWed 10-Sep-03 01:56 AM
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#155, "Arials"
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Arial Idea 1: Automatic skill of Fly extended to include flying over gates of cities. For example, Hamsah's gates should not prevent an Arial from entering the city. I don't think a new name is needed for this, just adjust their current ability to "fly".

Arial Idea 2: Automatic skill similar to the invoker skill windwall. During combat, Arials flap their wings causing a rush of air to hit their opponents. Make it about half as strong, and perhaps a 5 or 10% chance of occuring. If it does occure, give it another 5 or 10% chance to actually "blow" your opponent into the next room, similar to drive, except that the direction would be completely random. Maybe call this skill "Fluttering Gale" or "Fluttering Gust"

Arial Idea 3: Automatic skill to increase the benefit of having wings. Arials can create their own wind to walk upon, which helps them to travel longer distances without rest. Perhaps make it effective only during times when they can enter their guild. In other words, if they have just been in a fight and cannot enter their guild yet, then they would also be too tired to flap their wings hard enough to effectively "Williwaw-Walk". Yes, Williwaw is in the dictionary.


Life is like a game of chess!

  

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NarissaWed 10-Sep-03 12:30 AM
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#154, "Me again..."
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Ability : Metal affinity
Race : Dwarf
Command : Automatic on metal-based objects (armor, boots, gloves, weapons, shield, etc)
Skill affects : wearing a metal-object gives additional +1 to hit up to +3 for hero, (does not stack if the dwarf wears more than one metal object as it is a racial skill and not object-based)
Description : Dwelling in places where metal ores are located and mined, dwarfs have an affinity towards objects of metal when wearing or wielding them, giving a slight bonus to strike better.

Sidenote : Just as AD&D elves have affinity to use swords and bows.

  

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NarissaTue 09-Sep-03 10:51 PM
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#153, "I'm still around... I hope"
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>The Mad Fluffy one did it. Now I'm taking over!
The kender cajouled Fluffy.

Ability : Human Influence
Race : Human
Type : Automatic
Description : Enhanced haggled. Humans are the most adaptable and cunning race in terms of barter and trade. With shrewdness and vast city connection, shopkeepers are more inclinced to them. However, it cannot be compared to Shopkeepers' Favor.

Sidenote : A human city-ties thief will have even a better advantage over other racial counterparts.

in order of least favour :
other race
human
tribunal?/thief?/high charisma?
other race city-tie thief
human city-tie thief

  

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UlulariTue 09-Sep-03 07:43 PM
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#151, "cloud giant: fog"
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fog would be a command which obscures the contents of a room for several hours (exact duration ought to depend on weather). Has a timer set for about twice as long as it lasts -- can't use it again till timer wears off.

Contents of room (objects, not characters) can't be seen while a fog is in place. You can still pick stuff up using 1. Room is displayed in brief mode (plus a line "The fog is very dense here."). (Or, if that's overpowered, can't see more than one or two objects on the ground but you can still pick other things up with 3. etc.).

Can only be used outdoors, and not in rooms marked "windy" (I don't know if any rooms are currently marked "windy").

Unfogged outdoor rooms reachable from fogged room get the line "Wisps of fog drift about.", but no other special effects.

Perhaps assassins and rangers would be granted cover to hide/camo in fog even if room wouldn't normally allow this. Cloud giants could still see them, however.

  

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UlulariTue 09-Sep-03 07:27 PM
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#150, "Wood-elf: wood walking"
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wood walking is an automatic skill, similar to pathfinding, but does not apply to groups.

If it's not overpowered, wood walking + pathfinding should be in some respect slightly better than pathfinding alone (perhaps 1 less mv/step).

  

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UlulariTue 09-Sep-03 07:14 PM
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#148, "Half-Drow: faerie glimmer"
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Faerie glimmer would be a cut down version of drow faerie fire -- adds lag to hiding abilities, but doesn't prevent them. Only about half the AC effect. Affected characters are flagged with (glimmer). Doesn't work if already faerie fired, but faerie fire does take effect over top of glimmer.

(Note: since faerie fire is not automatic, this is also not automatic)

  

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UlulariTue 09-Sep-03 07:07 PM
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#147, "Arial: peck"
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(reposted from another forum)

Occasionally have hand-to-hand damage reported as a "peck" rather than a "punch". (automatic skill, probably a different damage type but no other mechanical differences).

  

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UlulariTue 09-Sep-03 07:06 PM
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#146, "Arial: wing buffet"
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(reposted from another forum)

I'd like to see something like a wing buffet which might be something like a weakened bash combined with dirt kick (three components which can succeed or fail independently: minor to moderate damage, moderate chance of throwing off balance, moderate chance of blinding). This should probably be affected by terrain differently from dirt kick.

  

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Evil Genius (inactive user)Tue 09-Sep-03 06:53 PM
Charter member
posts
#145, "RE: Zulg hijacks the Contest! Design an inherent abili..."
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All inherents need to be invoked/used/called and have a 24 hour timer.


Felar: Hibernate, can only be used within cold climate areas works like camp for like 4 hour.
Orc: Chew stones, cures poison or plague (or at least tries to) - helps flush irritants out the body.
Dwarf: Panhandle, can be used once every 24 hours in any stream location - can find gold.
Half: Heritage, resist pain or whatever it is +50hps. Digging deep into their human heritage they summon up hardy something or other. last 6 hours?
Cloud: Stalwart, natural leaders - can improve morale within their groups when in a fight. (+5 at a call)

  

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The HereticTue 09-Sep-03 06:10 PM
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#144, "Inherent Abilities"
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Kiss of the spider. Usages 'inherent kiss of the spider'. For drow of course. Gives huge bonuses when a drow betrays a groupmate. From the time its called, it builds up to an ideal moment to attack. If they attack at this moment, their groupmate is stunned and disarmed.

grab - for giants. 'inherent grab /object' Allows giants to grab a victim (a smaller race) or object and lift them into the air.

toss - for giants. complement to grab. Once something heavy is lifted, the giant can toss it to the ground, at someone or out of the room. 'inherent toss ground/victim/direction'

elven awareness - allows elves to sense when something evil comes to a wilderness. automatic ability.

harmony with nature - automatic ability allows elves increased regeneration in the wilderness

hover/fly - cloud/arial. Remove the autofly, and give them an inherent ability. The only effect of trip is they instantly react and hover or spread their wings and expend a little energy. However, when normally travelling, they must choose to evoke the ability to come off the ground and use more moves.

  

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dwimmerlingTue 09-Sep-03 04:23 PM
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#143, "RE: Zulg hijacks the Contest! Design an inherent abili..."
In response to Reply #0


          

For Dark Elves
Touch of the Mother (please come up with a better name if you use it)
Allows dark elves mana recovery when in the underdark or while underground. Alternatively this could work above ground, at night. Either or I mean, not both.

This idea can be modified to most of the races in some form or another, like it could be a dwarf ability that works on health or moves in the mountains, or for elves mana in the sunlight or wood elves in the forest (this would make druids silly I suppose).

This idea was more clear in my head earlier, I'll try and come up with more.

oh, and
Elf
the Master takes the pearl
As an elf gets older, he gets a bonus, or his enemy gets a - on saves, when casting spells, due to the much greater wisdom the elf has accumulated, for like sups and spells and stuff. Goes up as they get older. Doesn't work on other elves or people who are older.

  

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Semleine (Guest)Tue 09-Sep-03 04:11 PM

  
#142, "RE: Zulg hijacks the Contest! Design an inherent abili..."
In response to Reply #0


          

wood-elf -
skill name - whittle
syntax - whittle <item> <item>
After spending many years relaxing in nature, a wood-elf has taught him/herself how to whittle simple items out of wood (and perhaps other items - bone).
This ability would cause the wood-elf to concentrate for a long time to create an item, and there is a good chance that the item will be ruined during the whittling process. (2-3 hours, not rounds)
Depending on the wood-elf's skill, and the item, the wood-elf might be able to create small pieces of clothing (rings, bracelets) that possibly have some positive qualities (nothing terribly significant).
Small trinkets might be made to give to another, as a token of affection or something of that nature.

  

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Balrahd. (Guest)Tue 09-Sep-03 04:01 PM

  
#141, "Re: Felar Inherents:"
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Alright, two inherent ideas:

1.)
Race: Felar
Inherent Name: Feral Pounce
(I was going to just go with "pounce," but I think tigers have that as an ability. Unsure. If not, then name is "pounce".)

Operation Method: Automatic
What it Does:
"Feral pounce" triggers in the midst of combat, with either mobile or PC. When it does go off, there are three possible manners for it to strike:

1.A.) "bunches his hindlegs and leaps into your back!"
1.A.) Effects: Slight damage always, chance of a stun if the victim is the same size or less. If there is a stun, then the message is "bunches his hindlegs and leaps into your back, knocking you to the ground!"

1.B.) "bunches his hindlegs and darts beneath your guard, raking his claws across your legs!"
1.B.) Effects: Moderate damage. If the target is the same size or larger, -5 dex and -2 str for c.3 hours, depending on felar's rank, and there is a chance of bleeding (better chance if target is larger).

1.C.) "bunches his hindlegs and leaps on to your back, raking his claws deep into your belly!"
1.C.) Effects: More damage than 1.B. If the target is the sae size or larger, then there is a chance of bleeding (better chance if target is larger).


2.)
Race: Felar
Inherent Name: Feline Agility
Operation Method: Called with inherent command, once ever 24 hours.

Effects:
A.1.) First, the felar must not be carrying more than 80% of his max weight (that # is somewhat arbitrary). If the felar is carrying more than 80% of his max weight, then he gets the message:
"You feel too burdened down to focus your feline agility."
and nothing happens.

A.2.) If the felar is carrying 80% or less of his max weight, then he is affected by "Feline Agility" for 5 hours. This gives the felar a chance to avoid lagging attacks that knock you down (pebble to boulder, bash, trip, lash, et al.), but not, say, pincer or cranial. The chance ranges depending on the felar's weight and dexterity. Say, the best possible chance is if his weight is near 50% max (that would be awesome), and the worst possible chanc would be if the weight is 80% max (that would maybe dodge 1/4). Message can be something like:
"Using your natural agility, you twist in mid air and manage to land on your feet!"

  

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Unnamed (Guest)Tue 09-Sep-03 11:59 AM

  
#139, "RE: Zulg hijacks the Contest! Design an inherent abili..."
In response to Reply #0


          

Human: Homeland familiarity
Syntax: automatic
Having spent their lives raised in the Thera that us players walk around, humans gain an added one-room range to scanning. Obvious area restrictions would include the Underdark, water and air rooms. Designed for the cities and roads in Thera where humans are numerous.

Elf: Engaging charms
Syntax: inherent 'engaging charms'
Usable once a day during the daytime when the elf is in combat, and results in a calming effect, halting battle and causing -hit dam and moralle. Affects last several hours, and mobs won't attack untill the next tick. Not usable against naturally aggressive creatures, or perhaps less of a chance of working.

Dark-elf: Latent venom
Syntax: automatic
Years of corruption and vileness within the Underdark has caused drowish blood to become toxic and poisonous to non-indigenous beings (whereas svirfs and duergar have a resistance to poisons). When inflicted with blows of might (attacks that cause blood to fall, such as backstab, pincer, impale, etc.), there is a chance for the drowish blood to spill onto the skin of their enemies, causing poison and disease.
For example:
Someone drives his axes into both sides of your body, stunning you.
A spray of blood erupts from your wounds!
Someone's brutal attack MANGLES you!
Someone's brutal attack DISMEMBERS you!
Your blood spills onto Someone, seeping into his skin.
Someone can no longer find the strength to wield a thin axe.
Someone screams in agony as plague sores erupt from his skin.


You drive your axes into both sides of Drow's body.
A spray of blood erupts from Drow's wounds!
Your brutal attack MANGLE Drow!
Your brutal attack DISMEMBERS Drow!
Drow's blood washes over your skin, seeping into your veins.
You feel momentarily ill, but it passes.
You can no longer find the strength to wield a thin axe.
You scream in agony as plague sores erupt from your skin.


Cloud giant: Stomp
Syntax: inherent stomp
Using his massive body, a cloud giant can voluntarily crash to the floor causing an earthquake to shatter the surroundings. When on water, the resulting tsunami is powerful enough to knock foes into adjacent rooms. Usable once a day, the giant sacrifices his natural flight as he attempts to recover from the effects of his stomp, lasting untill several hours after use.
For example:
You crash into the ground, stomping at it with your feet!
Someone yells 'Help, Someone is attacking me!'
Your earthquake MUTILATES Someone!

Skill: 'earthbind' for 3 hours

Arial: Thrash
Syntax: inherent thrash
Using his beak and sharp talons, the arial attempts to peck and claw at his victim, causing minimal damage and a series of small gashes for minor bleeding, perhaps a one - three hour duration. Every use causes the arial to become slower and tired, sacrificing his dexterity and movement points.

Felar: Feral growl
Syntax: inherent 'feral growl'
Dredging into their ancestry and focusing through their tempermental magical nature, the felar are able to frenzy themselves to hit harder and more accurately, as well as protect themselves from spells. Lasting a day's time, the will required to maintain the frenzy will slowly drain the felar's mind. (Small frenzy, some -saves, draining 1 - 3% mana per hour for 24 hours). Should the felar lose the will to maintain his frenzy, he will become depressed and vulnerable to his former magical imprisonment (-moralle, +saves).

Dwarf: Stoutness
Syntax: inherent stoutness
The naturally stubborn and strong-willed dwarves are able to focus their stamina to fight through their infirmities, and strenghten their bodies. (-10 con, +3 str, +5% health for 6 hours). Usable once a day.

Duergar: Slink
Syntax: inherent slink
Using their swarthy yet nimble bodies, the duergar are able to walk about civilized roads unnoticed, concealing where they enter or leave while walking. (-5 dexterity, quiet movement-like effect, disabled with 'vis')

  

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EnbuergoTue 09-Sep-03 11:47 AM
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#138, "Ahar! My Felar Inherent"
In response to Reply #0


          

Felar Inherent:
"Detect Scent"
Command invoked "Detectscent"
Skill "Detect Scent: Modifies None by 0 for 10 hours"
Skill "Detect Scent: Modifies Constitution by -2 for 10 hours"

"detectscent"
Your olfactory awareness heightens as you search for scents on the breeze.

When detecting a scent outdoors:
"An unfamiliar odor wafts toward you on the breeze."

When detecting a scent indoors:
"Your hackles raise as you detect the lingering presence of an unfamiliar scent."

Detect Scent Helpfile

Using their inherent olfactory abilities, felar are able to search for unfamiliar scents on the wind, possibly alerting them to others within the same area. Because of the delicate nature of detecting the faintest odors, weather conditions must be ideal or the scent will be masked from detection. Also, due to the pungent mix of odors in most indoor areas, felar will only be able to detect the scent of others who have already been in the area for some time. The strain of searching for minute smells tends to be someone draining, and can only be endured once per day.

To sum it up:

During non rainy/windy conditions, felar have a danger sense alerting them to others in the area. When indoors, there is a two tick delay upon when someone enters the area, and when the felar is alerted. The ability can only be invoked once per day, and lasts 10 hours.

  

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Sebrille (Guest)Tue 09-Sep-03 10:50 AM

  
#137, "Cloud Giant - Crushing strike"
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Cloud - Crushing strike - Auto.

Being large, floating beings with many vulnerabilities, I thought it would be good if they got something along the lines of an auto-attack ability. This strike is coupled with a normal attack they can sometimes position themselves at such a point that they can come crashing down with all their weight upon another target. Partially size dependant, this strike is un-parryable and un-shieldblockable. It does not happen often but can do some nice crushing damage or allow them to drive their weapon into the victim and causing damage type of their weapon (though more rarely). Doesn't work if they aren't flying. Can't be done with hand-to-hand or dagger.

  

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Shev (Guest)Tue 09-Sep-03 10:36 AM

  
#136, "A couple of unoriginal inherents...."
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Wood-elves might get inherent versions of 'forage' and 'find water.' It seems odd that a race that actually lives outside in the plains shouldn't learn at least some woodscraft, no matter what the class.

I also think orc 'ingest spoils' and 'regurgitate' should be innate. How much training do you need to swallow something, really?

For the rest... as it stands, a lot of the inherent abilities that are coded or suggested seem sort of gimmicky anyway. 'Windwall' for arials, 'pounce' for felars, 'brew' for dwarves? In my opinion (well, you did ask), inherent abilities ought to be possessed by only a few races and derive naturally from those races' physiology and/or homogenous culture, not be tossed around like candy at a parade so every race can have one. I'd even argue for the removal of storm giant lightning, replaced - if you have to give storms any sort of inherent - with a water-based ability, due to their far greater affinity (immunity) for that element. Maybe a sort of automatic enhanced dodge while underwater, or an automatic +5 dex/+5 max dex in water areas, due to their superior swimming ability and familiarity with the element?

Just a thought.

  

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Jagaub (Guest)Tue 09-Sep-03 10:16 AM

  
#134, "Duergars and wood-elves"
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Duergar:
inherent 'detect sneak'

Usable once every 24 hours, duergars may call a detect sneak inherent ability which allows them to hear sneaking characters as well as characters with quiet movement when in a non-wilderness area.


Wood-elves:
inherent 'forest blend'

Just like the existing forest blend skill, but useable once every 24 hours.

  

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Sebrille (Guest)Tue 09-Sep-03 10:11 AM

  
#133, "Human - Random or chosen abilities. Mix within!"
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Humans being the most varied races of Thera should be varied in their inherent abilities (if they get any) since other games seem to make the mistake of thinking they'll just give them haggling skills or arson abilities (why do so many make humans out to be firestarters?) anyway... heres a short list that could be either chosen or random abilities, though I'm in favour of chosen (may have to wait until 20th rank to get it then.)


Human - Advanced haggle - Auto.

The old haggling trick. Simple, basic, unoriginal.

Human - Fleet footed - Manual.

You were born with a natural sprinting ability. You can call on it once a day to move faster than you normally would, using up slightly less than normal movement in an effort to escape someone or something. The result is lowered dexterity as you feel yourself tire and becoming less nimble. The effects don't wear off too easily and you won't regen movement while your recovering. Its another simple thingy, maybe overpowered if the fleet-footedness lasts more than 2 hours. Maybe make it a 0 hour ability.

Human - Inspirational boost (bad name) - Manual.

Through either a brilliantly positive attitude or a confidence boosting incompetance you find the moral of your group and yourself rising. The effect is perminant and accumulates each time you use the skill (was thinking maybe 1+ until 30ish, then 2 plus and 3 at hero, usuable every 24 hours). It can help a group rise to new heights while you battle or help them recover from a terrible tragedy.

Human - Magical Study - Auto.

Your interest in magic is unusually strong, you seem to remember things better. Each time words are spoken theres a chance you'll recognise the spell. Also, you can an inate ability to detect magical auras on objects and people.

Human - Scavenger - Manual.

You once lived in the streets or perhaps were a wanderer of far off lands. You have learned to scavenge for little things amongst the bushes and leaves to eat, sometimes not entirely good for you but other times being unusually healthy. A fairly random skill, you can usually be guaranteed a good meal. The chances of good effects (cure serious, heal poison, armor) increase as you rise in rank.

Most of these aren't very good but other people can add to the idea.

I like the idea of getting a random one, but some of these clearly aren't suitable for certain characters. Maybe make it hidden until your 15th rank, like a hidden bonus.

Sebrille.

  

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romeTue 09-Sep-03 07:40 AM
Member since 30th Jul 2003
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#132, "Ideas for Wood-elves, Dwarves, and Felars."
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Wood-Elf: “Stillness” : By activating this innate power, a wood elf is able to increase his ability to avoid detection while in the wilds. Technically, when in a forest, a wood-elf can remove him self from ‘where’ for a period of time, so long as he doesn’t move.

Dwarf: “Battlerage” : This passive ability kicks in whenever a dwarf falls to 25% of his health. It acts like a weak version of berserk, giving the dwarf a small boost to hp, +dam, and +to hit. In the event that the dwarf is fighting an Orc, Battlerage will kick in immediately, and with much greater effect (better bonus’s and minor dam’ reduction), but will not allow the dwarf to flee from the Orc, unless the dwarf falls below 25% of his health.

Felar: “Stalk” : This manual ability allows the felar to begin following a person without them being able to see them. When stalking, the Felar automatically sneaks, and is invisible to the person being stalked. They cannot see them on “where” or by looking around the room. Stalking tires the felar quickly, however, and any action taken by the felar will cancel the stalk. The felar must be nearly fully rested to stalk.

...Rome...

  

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ATKTue 09-Sep-03 07:36 AM
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#131, "Dwarven blacksmith ability."
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I would suggest a dwarven blacksmith ability.

You could use it on weapons of workable metals. The difficulty of success would be dependant on the hardness of the matal, in the same ways weaponbreaker is affected by them. Enhanced weapons could gain a small boost to average and hit/dam roll(or one of them), dependant on skill level and character level. If you fail the skill there is a chance to destroy the weapon, also dependant on the strenght of metal, and inherent power of weapon(how limited, what level). Mithril/iron would be much harder to destroy or enhance than steel of course.

This could only be done in blacksmith rooms with a forge. Like in mortorn, and various places around the world.

ATK

  

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permanewbieTue 09-Sep-03 07:26 AM
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#130, "Elf Idea."
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Inherent "magic noise pollution"

(I am sure a better name can be thought of)

Useable once every other day, effects elf for up to half a day.

Because of the basic magical nature of Elves, they have the ability to once in a while...disrupt a spell that is being cast nearby. By throwing outward his magical aura into the very magical weave of the spell, it can bring about a number of random effects.

It can cancell the spell outright, or it can lessen the effect of the spell. Those first two make up most of the % chance. But other effects have a small chance of occuring. The magical aura might augment the weave, causing the spell to be much more powerful. Or, the magical aura might make the weave unstable, causing the spell to have a random effect.


You would use the command, and it would put an effect on you for 12 hours, with another 48 hour "re-use" timer.

During those 12 hours, the elf will automatically try to interrupt the very first magic spell cast in the room he is in by someone in his pk (or mob), meaning it does not differentiate between friend or foe...and it will even disrupt the elf's own spell if he is the first to cast a spell in his presence after calling on the inherent. It only works on that first spell...after which he must wait another 2 days to activate.


"Death awaits ya all, wit nasteh big pointeh teeth!"

  

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romeTue 09-Sep-03 07:18 AM
Member since 30th Jul 2003
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#129, "Gnome inherent ability"
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Gnome: “Tinker” : This manual ability allows gnomes to make improvements to objects they have. By continuing to tinker with an object, eventually a gnome may create an item of much greater power than he had before. Each time the Gnome “tinkered” with an item, the item would gain a counter, and the gnome would have to wait before tinkering again. As the item began to gain tinker counters, the item would have a chance of gaining a more and more powerful abilities. It would be important to make the timer long enough between tinkerings so as to allow the higher power abilities only if the gnome was able to hold onto a piece of equipment for a substantial portion of his life. Also, make the chance of the tinker counter being applied a function of the level of the gnome vs. the level of the item. This would make low level items more desirable, since the gnome would have a better chance of improving it. Some ideas for these abilities (any new ability would replace the old ones):

1-10 counters (+1 hit, dam, or +5 hp)
10-20 counters (+2 hit, dam, or +10 hp)
20-30 counters (+3 hit, dam, or +15 hp)
30-40 counters (mini-stone launcher built into the device, fires a stone in combat)
40-50 counters (a flame thrower is attached, fires fire in combat)
50-60 counters (a mini-mechanical arm is attached that has a thread and needle, and stitches wounds)

...Rome...

  

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permanewbieTue 09-Sep-03 07:16 AM
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#128, "Arial Idea: glean"
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Inherent glean.

Only useable when hungry. Does not fill up, but satisfies hunger for a short time.

Only useable in temperate forest zones.

Idea:
Based on the fact that they have beaks and wings, if in a forest, they have the ability to enough find nuts and fruits, and perhaps insects (both flying and burrowing) for those arials who are based upon meat-eating birds, to stave off hunger.

basically, much like a forage, but with restrictions.



"Death awaits ya all, wit nasteh big pointeh teeth!"

  

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Sebrille (Guest)Tue 09-Sep-03 06:45 AM

  
#127, "Dwarves - Forgecraft"
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Dwarf - Forgecraft - Manual inherent.

Dwarves can work metals like Iron, Steel, Mithril and Silver into stronger weapons or armour. By applying their Forgecraft they have a chance of succeeding and adding to the Items abilities (-1 prot vs para, breath, spell. Maybe adds just AC at lower ranks, protections mid-ranks and dam + hit roll at higher ranks)

Obviously, fails a fair bit but once perfected has a good chance of adding all 3 possible improvements. A damaged pieces will be unusuable and discarded as worthless. Only metals can be forged and takes much of the dwarf's time and concentration. The more familiar a Dwarf is with a Weapon, the better chance they have of altering it. Also, the level of the item and the dwarf make a big difference. Throw in that magical items are harder to manipulate and you should have an interesting skill, possibly making dwarves some money. Not easy to practice, once possible every 2-3 days, and draining. Its an equipment destroyer but once practiced is fairly reliable. Can stack multiple improvements with increased chances of destroying the item.

Sebrille.

  

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Sebrille (Guest)Tue 09-Sep-03 06:23 AM

  
#126, "Elves - Artifact Control"
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High Elves - Artifact control (bad name) - Automatic.

When using Wands, Staves and even scrolls, the elves over the years have learned to channel the powers of these items very carefully. Learning to preserve the energies of artifacts while still getting the full effects takes much practice but when done properly it is possible to preserve the 'charge' of the object while still succeeding in casting. Obviously, would not work 100% when well practiced but certainly stop the rapid degredation of wands and staves. Perhaps its a bit silly with scrolls, but a small chance of preserving the scroll would be nice. Can even add flashy echoes!!!

  

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BajulaTue 09-Sep-03 06:11 AM
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#125, "How about this..."
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Dwarves : Last stand
By command. The dwarf determines picks his (or her) spot to make a last ditch defense.
Give them something similar to frenzy? maybe some extra defense (like an armor spell?), but while under it's influence they cannot flee or word. (there is a book that does something like this in game already)

Mainly because dwarves are known to be tenacious, tough as the mountains in which they live, and unwavering in thier beliefs.
As for balance, if used well (like anything else in the game) it can win a battle for you, used poorly it will kill you.
Might get overused in caballed characters, but it just screamed at me 'This is Dwarfly!'

Orcs: Bully
By command. Similar to what anti-paladin's can do at higher levels, to force a lower level evil mob into giving up something. This fits in with orc personality, and with the long timers on inherents shouldn't be any problem with balance.(imho)

If not that then : Cow <orc> also by command.
(Call it intimidate, bully, or whatever if you do not like the name)
Something to shut younger orcs up. So that there is some consequence for talking 'smack' to 'bigger' orcs.

Just my opinion and all. I think both of these have good rp uses as well as 'fit' my views on these two races. On a side note, neither should be too hard to code as there is already something in game with similar effects. (well except for the cowing of other orcs)
Rag on me if you think they are both lame.

  

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AllYourWarlocks (Guest)Tue 09-Sep-03 02:10 AM

  
#124, "RE: Zulg hijacks the Contest! Design an inherent abili..."
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Right, so where exactly do I need to sign in order to legally agree to these terms?! Meh, forget it about it. On to the suggestions I want to make.

There is one ability I always thought Wood-Elves should all have regardless of what class they are, and that is Pathfinding. Pathfinding as in an automatic inherent skill which becomes available starting from level 7 or 8 orso. Every single Wood-Elf having this ability as a natural skill not only makes more than a little sense in my opinion (due to their ties with wilderness areas and woodland areas / their upbringing outdoors / their cultural beliefs / you name it etc), but it would also give the race a great boost in the Warrior departement. Seriously, without this Pathfinding skill I see very little point, besides pure RP of course, to ever choose a Wood-Elf over an Arial for my next Warrior. Arials get slightly better dexterity/dodge as well as constitution/hp, have of course perma-flight and benefit from the 1-practice-per-skill just as well, and this while having a lower exp penalty per level than a Wood-Elf does. The only interesting part of being a Wood-Elf instead of an Arial as a Warrior is the ability to get up to 4% in skillearning during a level-up on occasion, where the Arial cannot get higher than 3% (and that is a very minor advantage considering both have 23 intelligence), and also of course the Elven longevity in terms of game hours (which is probably even less minor, especially now that with Eluna's outrageous age for an Arial it seems even less of an issue worth making any note of).

If every Wood-Elf regardless of class would get Pathfinding as a passive inherent skill, it would greatly aid to their ability to explore, scout, travel great distances, be able to remain in woodland or wilderness areas for longer (which invites better Wood-Elf roleplaying), etc.

Honestly, I was pretty darn surprised the day Wood-Elf Rangers got Camouflage as an inherent skill at 100%, but not Pathfinding. Trust me, giving them Pathfinding as an inherent skill early on will make the race alot more atractive in alot of ways without overpowering them in any way that I can see. If the others want to keep up with their Wood-Elf prey, they'll just have to get pills from Udgaard to even it out. Considering the Wood-Elf player gives himself the Iron vulnerability, a lower constitution and thus lower hp as well as a lesser Dodge skill than an Arial, sacrifices perma-flight and ends up with a 400 experience penalty every level, I'd say it would be a very fair and even desireable trade-off. It actually might make playing a Wood-Elf Warrior worthwhile besides pure roleplaying purposes.

Wll, I hope I made a somewhat convincing case. The Wood-Elf race really needs that skill, people.

  

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ValguarneraMon 29-Sep-03 12:47 PM
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#211, "RE: Zulg hijacks the Contest! Design an inherent abili..."
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I think perma-Pathfinding is a lot stronger than you're selling it.

valguarnera@carrionfields.com

  

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robturnerMon 08-Sep-03 10:50 PM
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#123, "Elves --------> Inherent Detect Evil/Detect Good"
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Have to prompt for it to work, but being a good align char. that has been around others of good align for so long, it becomes an easy task to detect both those of a good and evil nature.

  

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robturnerMon 08-Sep-03 10:47 PM
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#122, "Humans ---------> Ability to value a persons assets."
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The love of money has led humans to be able to determine a person's pocket worth. i.e. Using the look command a human would get a message along with the description like...

This person's wealth is of great amount.

This person seems no richer than the next man.

This person in so poor it isn't even worth your time.

A little rough on the messages, but I think you get the idea.

  

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ValguarneraMon 29-Sep-03 12:58 PM
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#213, "RE: Humans ---------> Ability to value a persons assets..."
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This is a good skill idea, but I think it'd be more appropriate for thieves (of any race).

valguarnera@carrionfields.com

  

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robturnerFri 07-Nov-03 01:23 AM
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#229, "I was really pumped to see this was added as a thief sk..."
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nt

  

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Circuits Edge (inactive user)Mon 08-Sep-03 09:51 PM
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#120, "RE: Zulg hijacks the Contest! Design an inherent abili..."
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Well let me begin by saying, I'm saddened that you opted for the 'simple' inherent skills, instead of ones as suggested by me and others, which would require racial teamwork and crap, but hey, atleast we got inherents.

Human: Class dependant, as I suggested before. Bards get extra luck etc etc. I don't remember any others. Rangers could get fishing.

Elf: Magic resist. Gives a 10-15% resistance to any kind of magic when used/cast.

Half-elf: Can go either way, either by class, or the elven one in a lesser form, determined randomly.

Dark-elf: Magic boost. Gives a 10-15% boost to any spells cast, duration/damage, needs to be cast.

Half-drow: See half-elf.

Storm giant: I don't know.

Cloud giant: Beats me.

Fire giant: Enhanced berserk. Think up a new name if you want to. Being the warlike race that they are, they can along with regular berserk, get another berserk. No 10/10 at hero, but maybe 8/8. Possibly minor healing.

Arial: Boost to drive/charge/impale due to wing usage.

Felar: Occasional avoidance of area shizzle due to crazy kitty reflexes.

Dwarf: Super berserk. Gives some hit/dam, gives some dam redux but lowers con for a while.

Duergar: Avoid traps.

Gnome: Sex-up opposite gender. Or peddling, which would be enhanced
haggle.

Svirf: Beats me. Stoneshatter for every mage but vokers. Vokers get conjure minor earth elem.

Wood-elf: Forestblend maybe. Two wood-elf classes don't get some form of camo, and those two will most likely get cham from sylvan. So why not.

Orc: Don't know.

Minotaur: Coherent speech. Drains all mana, but you can talk albeit with a southern accent.


Circ.

  

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incognitoMon 08-Sep-03 06:31 PM
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#117, "for the underdark races"
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duergar = detect construct

Activated ability. 1 tick lag. No limit on use. Allows duergar to detect unnatural (ie not native to the underdark) constructs in the underdark tunnels. Includes traps, snares, briars, maybe plant growth. No direction needs specifying. It works one square in every direction and returns "something to the WEST is not native to these tunnels" etc.

duergar = tunnel

Manual ability. Takes 250 movement. Lags 3 ticks but during this three ticks the duergar will be in the new room (read on). Timer 12 hours. Duergar can tunnel in the rock of the wild underdark (ie the underdark tunnels). The effect of this is to leave a perfectly visible exit from the room in the underdark, but the room description does not change. The exit then leads into a new room, which has a description "a new tunnel has been started here, bits of pulverised rubble lying about". Anyone in the underdark when the ability is activated will hear the clatter of pick and hammer. Basically the use of this ability is to help give the duergar places to stand and let people rush by on the main routes. Should slow up pursuit if they hear only that a tunnel has been dug, but don't know where, and therefore have to pay more attention to the normal tunnels as they walk through them. Could also be used to disorientate people.

svirfs = detect residue of magic

Automatic ability. Svirf can tell if a spell was cast in a room in the underdark tunnels, as they can sense the magical energy through the stone. They can't tell how long ago it was, but they can tell what level it was cast at, to some extent. eg A very powerful magic spell was cast here (perhaps a lvl 51 spell), a moderately powerful spell was cast here (lvl 40 - 50), you sense the faint residue of a magic working here (lvl 30-39). Spells below level 30 are too weak to leave a residue. By spells, I mean the level they are cast at. ie hero detect invis would be powerful magic. Ignore spellcraft for this purpose. Does not detect communes.

svirfs = meld

Manually activated ability. Can be used once per game week. Allows the svirf to blend into and actually become part of the stone of the underdark tunnels. Whilst melded the svirf can use the WHERE command (but all it will return is whether there are vibrations in the area or not -- vibrations indicate other pc's in the underdark, whether friendly or not). Whilst melded the svirf can see nothing. He cannot be flushed out using area effects. He cannot be spotted. He can stay like this for 48 hours game time, at which point he becomes "normal" again. If he wants, he can end the state (eg if he has sensed no vibrations for a while) using UNMELD.

dark-elves = shake pursuit

manual skill. Timer 12 hours. Effectively a vanish skill usable in the underdark. Has the disadvantage that it could take the dark-elf some time to get his/her bearings. Costs 150 movement each time it is used. However, coupled with autosneak it should make it more difficult for others to have an idea of where in the tunnels the dark-elf is. He might be far off, or he could still be close.

dark-elf = darkness Unoriginal but I think really worth considering.

Manual skill. Timer 48 hours. Argument is number of ticks the darkness can last, and is dependent on skill with the inherent ability. At lvl 51 and 100% let the darkness be 12 hours. At 75% and lvl 1 the globe lasts 1 tick.

Apply the following multipliers to the duration of the globe of darkness:

in tunnels of underdark... x 2. Simple.
on surface outdoors, at night... x 1.5. Not so simple because when day breaks...
on surface outdoors, during day.. duration / 4.

So an outdoor surface darkness done by a hero dark elf with 100% ability and using argument 12 at 11pm would have duration 18 (12 x 1.5). However, come daybreak (say 6am), 11 hours are left. However, the 11 hours only leave a globe of darkness for 2 more ticks and some pulses (11 / 4 ).

indoors normal, no matter where.

No one can see in the globe at all, including the dark elf. Not with infravision. Not with any other vision. Maelstrom of the veils allows targetting etc as normal though. No one can scan into the globe, but they can see that a globe is there, using scan, except in the underdark. When walking into globe, you get echo "you are blanketed in darkness" or something similar.

  

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